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Re: Passable models [Re: EvilSOB] #231443
10/14/08 14:19
10/14/08 14:19
Joined: Aug 2008
Posts: 37
Hungary
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Kronomanta Offline OP
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Kronomanta  Offline OP
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Joined: Aug 2008
Posts: 37
Hungary
I use Load_Entity.
That huge building is not a garage, it's a warehouse. smile

In case you put the player-start pos to the park surrounded by the walls, can you walk in the park?
Normally as it would be a simpla block??

I do not use any dynamic lights, just the 'SUN'.


Moreover, when you are outside the whole park, can you get to the corner between the wall of the warehouse and the wall of the park?

What do you use for the gravity? c_trace or something else?
Cause I use
Code:
c_move(my,nullvector,my.move_x,use_aabb | ignore_passable | glide);

for movement and
Code:
trace_mode = ignore_me+ignore_passable+use_box;

for handling gravity.

Do you think the problem is here?

Actually, I use a modified movement code of Kingdom Hearts laugh
But just the movement code laugh

Last edited by Kronomanta; 10/14/08 15:20.
Re: Passable models [Re: Kronomanta] #231455
10/14/08 16:01
10/14/08 16:01
Joined: Oct 2004
Posts: 1,655
T
testDummy Offline
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testDummy  Offline
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T

Joined: Oct 2004
Posts: 1,655
old manual reference:
c_move
USE_AABB
Quote:

Use an axis aligned bounding box (AABB) for collision, rather than an oriented bounding box (OBB). The AABB system is faster, but ignores the entity orientation on USE_BOX, treats models and sprites as boxes, and requires a BSP level. See collision for the difference between both systems.

*treats models and sprites as boxes
*requires a BSP level
AABB might be quicker than OBB and ent_move might be quicker than c_move with AABB.
OBB, c_move, c_trace, c_rotate only for model only (non-BSP) levels!?

Re: Passable models [Re: Kronomanta] #231499
10/14/08 21:21
10/14/08 21:21
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Originally Posted By: Kronomanta
That huge building is not a garage, it's a warehouse. smile
Ahh, OK, I get it now.

Originally Posted By: Kronomanta
In case you put the player-start pos to the park surrounded by the walls, can you walk in the park?
Normally as it would be a simpla block??
I can walk around inside fine, and can enter the little shed-thing in the middle. The shed behaves perfectly for polygon
collisions. ie can walk into-under-backout fine and its 'poles' are solid and un-passable as they should be.

Originally Posted By: Kronomanta
I do not use any dynamic lights, just the 'SUN'.
You shouldnt have a problem then.

Originally Posted By: Kronomanta
Moreover, when you are outside the whole park, can you get to the corner between the wall of the warehouse and the wall of the park?
Yes, outside of model was perfect polygon collisions too.

Originally Posted By: Kronomanta
What do you use for the gravity? c_trace or something else?
Cause I use
Code:
c_move(my,nullvector,my.move_x,use_aabb | ignore_passable | glide);

for movement and
Code:
trace_mode = ignore_me+ignore_passable+use_box;

for handling gravity.
My testbed is primitive and has NO gravity, everything glued to the floor.
But my movements is controlled by "c_move(my, p_dist_travelled, nullvector, GLIDE);"

Originally Posted By: Kronomanta
Do you think the problem is here?
Yes I think so. You are using BOX collision detections, AABB instead of OBB, like TestDummy said.

I would suggest replacing your lines of code with
Code:
c_move(my,nullvector,my.move_x,ignore_passable | glide);   //movement
...
trace_mode = ignore_me+ignore_passable;                    //gravity 

Let us know how it goes.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Passable models [Re: EvilSOB] #231583
10/15/08 14:50
10/15/08 14:50
Joined: Aug 2008
Posts: 37
Hungary
K
Kronomanta Offline OP
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Kronomanta  Offline OP
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K

Joined: Aug 2008
Posts: 37
Hungary
I replaced the code... but nothing happened..
Please, have a look at my player.wdl.
It contains everything from gravity to movement.

Code:
http://utech.extra.hu/tanulas/player.wdl


I've got out of the ideas :S


Last edited by Kronomanta; 10/15/08 14:51.
Re: Passable models [Re: Kronomanta] #231649
10/15/08 20:43
10/15/08 20:43
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Posts: 3,232
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Ive DL'ed the script, but cant see anything obvious with the naked eye.
It will have to wait till I get home from work tonite to crowbar it into
my testbed level to see whats up.

I'll let you know.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Passable models [Re: EvilSOB] #231820
10/17/08 06:03
10/17/08 06:03
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
Got him, simple enough error, leaving in obsolete code when converting away from other obsolete code.

Just change the begining of the handle_gravity function as follows
Code:
FUNCTION handle_gravity()
{
   result = c_trace(vector(my.x,my.y,my.z - my.z_offset),vector(my.x,my.y,my.z - 4000),ignore_me+ignore_passable);
   IF (result < 3) {
   ...etc...

Worked fine for me, even though I couldnt get jump to work.
I have only solved the "bounding box" problem you had, I havent checked any deeper than that.
Best of luck.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Passable models [Re: EvilSOB] #231914
10/17/08 18:33
10/17/08 18:33
Joined: Aug 2008
Posts: 37
Hungary
K
Kronomanta Offline OP
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Kronomanta  Offline OP
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K

Joined: Aug 2008
Posts: 37
Hungary
YEAHHHH, We Love You XD
It works fine wink except the jumping... but I'll solve it wink at least I'll try to solve it laugh


Last edited by Kronomanta; 10/17/08 18:47.
Re: Passable models [Re: Kronomanta] #231923
10/17/08 20:17
10/17/08 20:17
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
Hehe, as someone in this forum once said,
"The best way to make a character jump is to
sneak up behind him and shout 'BOO!'" wink

Hope this helps.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Passable models [Re: EvilSOB] #232009
10/18/08 19:06
10/18/08 19:06
Joined: Aug 2008
Posts: 37
Hungary
K
Kronomanta Offline OP
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Kronomanta  Offline OP
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K

Joined: Aug 2008
Posts: 37
Hungary
Hehe laugh He was right wink
It's absolutely true :D:D

Re: Passable models [Re: Kronomanta] #232242
10/20/08 15:09
10/20/08 15:09
Joined: Aug 2008
Posts: 37
Hungary
K
Kronomanta Offline OP
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Kronomanta  Offline OP
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K

Joined: Aug 2008
Posts: 37
Hungary
Ahh... I'm suffering because of the jumping....
I dont know where the mistake is :S
Evilsob, would you check it out if I ask you?

I've run out of my ideas :S


Last edited by Kronomanta; 10/20/08 15:20.
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