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a few problems #261728
04/19/09 19:12
04/19/09 19:12
Joined: Dec 2008
Posts: 15
A
Albedo Offline OP
Newbie
Albedo  Offline OP
Newbie
A

Joined: Dec 2008
Posts: 15
Recently I have had a few small problems that have turned into a major roadblock for me while using 3dgs, I'm pretty sure they're all just simple things I am doing wrong, please help if you have any ideas.

1. The biggest problem is character animation - I know how to do this, I have done vertice animation in MED and I understand how to do bones animation, it's just after I load my model up in MED it looks messy, for example when he moves his arms his shoulders look really dodgy and cubish, even if it is a highly detailed model. So, is there something I am missing, or am I attaching the vertices to the wrong bones? Does it make a difference that I am importing models from 3DS MAX?

2. When running my level, the way the light affects the models is really bad, it's actually quite difficult to explain it, it's like it breaks the models into chunks and makes some parts cast shadows and some not (a poor explanation). Sometimes as the model moves throughout the level it will even flicker between lighted up and pitch black as a result of the light effect. Is there a better lighting method I can use? Again, these are 3DS MAX models, if that makes a difference.

3. When my player model collides with an enemy model, it quite often gets temporarily stuck to it. Is there an option in model properties that I can select to prevent this, or else some other way? I have tried several options to fix this and still have not found a solution.

4. I'm assuming this is a basic one that has been asked several times already - when the camera pans around it passes through walls the outside of the level can be seen. This also causes all models and sprites to temporarily disappear. Is there a way to prevent the camera from doing this? I tried to find an answer to this in the manual, but all I found was something about reducing a view.clip_near value (???), which made absolutely no sense to me and didn't seem to do anything when I added it to my camera code. This code, in case it matters, is only a simple code basically copied and pasted out of the workshops that follows the player and pans around him as he turns.

I think that's about it, I know I'm asking a lot but any information at all would be extremely useful as I have had a lot of trouble finding information relating to these topics on the 3dgs website and forums. Thanks in advance.

Re: a few problems [Re: Albedo] #261738
04/19/09 20:37
04/19/09 20:37
Joined: Aug 2005
Posts: 512
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Schmerzmittel Offline
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Schmerzmittel  Offline
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Joined: Aug 2005
Posts: 512
Bayern
Hi Albedo,

you are not allone with your problems. Many people have them.

1.
If yout animate your model, dont use Vertex and Bone together, if this is possible. If you use boneanimation, you should connect the bones to your vertices i.e. from the shoulders. The bones controlls the weight of the vertices. That means, that the bones move the vertices with more weight more than vertices with less weight. (Hope you understand what i mean) Bonesweight are only possible with A7 Proedition.

2.
Can you show a screenshot?

3.
If you use the set(my, POLYGON) for your model, please change it. You should use the normal bounding box (see manual) Use the polygon flag only for models, that dont animated or not moving. The result is, that you stuck in your enviroment.

4.
Code:
	v_CamWinkel -= mouse_force.x * v_CamDensity * time_step;
	v_CamWinkel = cycle(v_CamWinkel, 0, 360);
	
	//=================================//
	//angel from camera
	v_CamTilt	+= mouse_force.y * v_CamDensity * time_step;
	v_CamTilt	= clamp(v_CamTilt, -45, 75);
	
	//=================================//
	//collision from camera
	result = c_trace(my.x, camera.x, IGNORE_ME | IGNORE_PASSABLE); 


The values like c_CamTilt are values in a header with your owne numbers, i.e. how fast is the camera moving.
For your Camera use a c_trace function. Then it should be not go throug a wall. (This is only a snippet)


Hope this was a little help.

Greetings
Schemrzmittel

Last edited by Schmerzmittel; 04/19/09 20:39.

A7 Com V7.80
Re: a few problems [Re: Schmerzmittel] #262055
04/21/09 18:29
04/21/09 18:29
Joined: Dec 2008
Posts: 15
A
Albedo Offline OP
Newbie
Albedo  Offline OP
Newbie
A

Joined: Dec 2008
Posts: 15
The animation is going a lot better, and so is the collision when I run the game.
I would show a screenshot, but I'm not sure how (I can't see any "add image" button).
Thank you for your help so far.


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