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Re: Rubik's Cube [Re: Saturnus] #316967
03/28/10 10:38
03/28/10 10:38
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline OP
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Rei_Ayanami  Offline OP
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Thank you Saturnus laugh

I know that the size is pretty big, but the "splitMdls.exe" which was made by a forum user, always chrashes when i set the mode to external textures -.-

Maybe I am going to make that by hand...

The thing with the sound is no problem - i just need to find a good one tongue

One question: 280 mb you wrote? Not 480 mb ? There are 3 different Qualities, one can be removed, so that I get to 300 again. But as I said, i am going to make external textures, as soon as possible laugh

edit: I think I found the problem why the splitMdls.exe chrashes. I am trying something now laugh

Last edited by Rei_Ayanami; 03/28/10 10:40.
Re: Rubik's Cube [Re: Rei_Ayanami] #317005
03/28/10 15:47
03/28/10 15:47
Joined: Dec 2008
Posts: 271
Saturnus Offline
Member
Saturnus  Offline
Member

Joined: Dec 2008
Posts: 271
Yes, according to the task manager it consumes about 280MB.

BTW: Perhaps you can find a fitting sound on flashkit.com?

Re: Rubik's Cube [Re: Saturnus] #317111
03/29/10 11:14
03/29/10 11:14
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline OP
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Rei_Ayanami  Offline OP
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
So, thanks Saturnuns.

I found a out what I have to do with the splitMdls.exe and now it works. 120 kb each model(before ~5mb) and memory consumption is much lower laugh

However, so I can program, with a work around, the skin editor laugh

The low poly version takes: 70 mb
and the high poly version: 82 mb

laugh

Last edited by Rei_Ayanami; 03/29/10 11:42.
Re: Rubik's Cube [Re: Rei_Ayanami] #317137
03/29/10 14:23
03/29/10 14:23
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline OP
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Rei_Ayanami  Offline OP
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Hello laugh

I am making a new post, cause this is very exciting for me laugh

The skin editor works laugh

You can create you own skin packages now laugh

The only thing i need to implent is the skin loading(to edit it, apply it)

But here is a pic, of a skinned cube using my skin editor(used my 4chan images folder xD)



Re: Rubik's Cube [Re: Rei_Ayanami] #378369
07/22/11 23:39
07/22/11 23:39
Joined: Feb 2006
Posts: 86
PlayStefan Offline
Junior Member
PlayStefan  Offline
Junior Member

Joined: Feb 2006
Posts: 86
Hi all,

I know this thread is over a year old but I have a question dealing with this topic. I have just started to code the rubik´s cube and I have a small problem.

At first I must say that I am new to 3DGS.

I have created the cube´s model and began to code the "rotating"-stuff, starting with one side to test it. The code looks like this:

Code:
...
	ecksteinWeissGruenOrange.group = 1;
	kantensteinWeissGruen.group = 1;
	ecksteinWeissGruenRot.group = 1;
	kantensteinGruenRot.group = 1;
	ecksteinGelbGruenRot.group = 1;
	kantensteinGelbGruen.group = 1;
	ecksteinGelbGruenOrange.group = 1;
	kantensteinGruenOrange.group = 1;
	mittelsteinGruen.group = 1;
		
	while( 1 )
	{
		c_ignore( 1, 0 );
		c_rotate( ecksteinWeissGruenOrange, vector(0,time_step*4,0), IGNORE_PUSH | USE_AXIS );
		c_rotate( kantensteinWeissGruen, vector(0,time_step*4,0), IGNORE_PUSH | USE_AXIS );
		c_rotate( ecksteinWeissGruenRot, vector(0,time_step*4,0), IGNORE_PUSH | USE_AXIS );
		c_rotate( kantensteinGruenRot, vector(0,time_step*4,0), IGNORE_PUSH | USE_AXIS );
		c_rotate( ecksteinGelbGruenRot, vector(0,time_step*4,0), IGNORE_PUSH | USE_AXIS );
		c_rotate( kantensteinGelbGruen, vector(0,time_step*4,0), IGNORE_PUSH | USE_AXIS );
		c_rotate( ecksteinGelbGruenOrange, vector(0,time_step*4,0), IGNORE_PUSH | USE_AXIS );
		c_rotate( kantensteinGruenOrange, vector(0,time_step*4,0), IGNORE_PUSH | USE_AXIS );
		c_rotate( mittelsteinGruen, vector(0,time_step*4,0), IGNORE_PUSH | USE_AXIS );
		
		wait( 1 );
	}
        ...



The code works fine but I have one big problem. If the program runs for a while the nine cube´s start to move into each other. I think this is because there is a small delay between the c_rotate functions for these nine cube parts so that they do not really rotate with the same speed.

At the moment I use 3 different cube models which I copy to build the whole cube itself. One centerpiece (6 skins), one edgepiece (12 skins) and one cornerpiece (8 skins).

How could I rotate a whole side of a cube?

Please help me.


Mfg, PlayStefan <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
Re: Rubik's Cube [Re: PlayStefan] #378372
07/23/11 00:10
07/23/11 00:10
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline OP
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Rei_Ayanami  Offline OP
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
I did not use c_rotate, i adjusted the pan directly, so if c_rotate is the problem, i have no idea.

Also, my rotate code was a real mess and it was way too big and unoptimized D:

Re: Rubik's Cube [Re: Rei_Ayanami] #378405
07/23/11 13:54
07/23/11 13:54
Joined: Feb 2006
Posts: 86
PlayStefan Offline
Junior Member
PlayStefan  Offline
Junior Member

Joined: Feb 2006
Posts: 86
Thanks for your answer.

I will try do do the rotation changing the angles directly, too.

Does someone know how to do it with usage of c_rotate or maybe ent_rotate?


Mfg, PlayStefan <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
Re: Rubik's Cube [Re: PlayStefan] #378518
07/24/11 15:03
07/24/11 15:03
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
if you work with c_rotate, it acts the same way as c_move. Doing collision while rotatin, blocking while colliding, sliding on collision. SO you might want to use pan/tile/roll instead because collision is absolutely not needed. C_Rotate only when collision on rotation is needed wink


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(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
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