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3 random questions #299609
11/25/09 13:33
11/25/09 13:33
Joined: Mar 2009
Posts: 88
Walori Offline OP
Junior Member
Walori  Offline OP
Junior Member

Joined: Mar 2009
Posts: 88
Feel free to asnwer anyone of these if you know the answer. I don't expect you to handle them all.

1) Structs
I have a structured player. Let's call it PlayerS_1, now is there a way I can get to this structure by you->struct->something?

2) Illumination effects (let's pretend that I use commercial in case this needs shaders, shall we?)

How do you separate day/night, by now I've used camera.fog_XX to make atmoshpere look even a little "dark", but it's not really good looking because: How on earth you get skycube to reflect fog? It's not cool to look down below the ledge where should be just air and one can see the skycubes ground.
So two question:
How to efficently make night look like a night (the best looking wise) and how do you make skycube affect fog?

3)This has bugged me for ages; how on earth you use camera.tilt as a trace method? I've used a hacky method (a var changes by mouse_force y, which is then read by trace->to Z coordinate) I've used, *tan,*cos,*sin and none of them have worked. Sounds silly that I have alpha allready up and I can't get a bloody attack angle to work -.-

Thank you in advance for your responces. Hope these were harder questions than WWRAP question was.

Yours

Re: 3 random questions [Re: Walori] #299612
11/25/09 14:14
11/25/09 14:14
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
dont know about one, not sure about two but for making a night level, changing the camera ambient to a negative value can do alot, camera.ambient=-80; or so on, theres also a sun light variable that affects the ambience of all models, look in the manual...

as for 3, hmmm, you want to trace on the camera.s tilt? well.. thats easy enough:

VECTOR trace_coords;

vec_set(trace_coords.x, vector(3000,0, 0));
vec_rotate(trace_coords.x, camera.pan));
vec_add(trace_coords.x, cam_pos.x);

c_trace(camera.x, trace_coords.x, IGNORE_PASSABLE+IGNORE_ME+ACTIVATE_SHOOT+USE_POLYGON);

the above will trace from the camera in the direction the camera is looking...

well lets hope that was helpful, also most of those questions were addressed in the AUMS, which are quite fun to read through

Re: 3 random questions [Re: darkinferno] #299613
11/25/09 15:15
11/25/09 15:15
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
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Widi  Offline
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Joined: Aug 2007
Posts: 1,922
Schweiz
Loopix have a Demolevel (Mystymood) with day / night.
Loopix

Re: 3 random questions [Re: Walori] #299615
11/25/09 15:17
11/25/09 15:17
Joined: Aug 2003
Posts: 902
Van Buren, Ar
Gordon Offline
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Gordon  Offline
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Joined: Aug 2003
Posts: 902
Van Buren, Ar
for # 1 you can set a skill to a pointer to playerS_1 and then when you want to accesses just assign a pointer to that type of struct the value in the skill.


Our new web site:Westmarch Studios
Re: 3 random questions [Re: Gordon] #299627
11/25/09 16:59
11/25/09 16:59
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands
Quote:
1) Structs
I have a structured player. Let's call it PlayerS_1, now is there a way I can get to this structure by you->struct->something?

No, player is in your structure, the structure not in your player.

You can do what Gordon says, build your own detection/collision functions to make you redundant or make a search function to look through all player structures with you in them.

Last edited by Joozey; 11/25/09 16:59.

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Re: 3 random questions [Re: Gordon] #299630
11/25/09 17:09
11/25/09 17:09
Joined: Mar 2009
Posts: 88
Walori Offline OP
Junior Member
Walori  Offline OP
Junior Member

Joined: Mar 2009
Posts: 88
Once again I boe before you, too bad I couldn't check the demo level you linked widi.

I'll see what I can do with the skybox and fog (it's minor cosmetic thing anyway) and see the darkinferno's code. Thank you all.

yours (Belive me... I'll be back)


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