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Re: Rubik's Cube
[Re: Saturnus]
#316967
03/28/10 10:38
03/28/10 10:38
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Joined: Feb 2009
Posts: 3,207 Germany, Magdeburg
Rei_Ayanami
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OP
Expert
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
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Thank you Saturnus 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 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 edit: I think I found the problem why the splitMdls.exe chrashes. I am trying something now
Last edited by Rei_Ayanami; 03/28/10 10:40.
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Re: Rubik's Cube
[Re: Rei_Ayanami]
#317005
03/28/10 15:47
03/28/10 15:47
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Joined: Dec 2008
Posts: 271
Saturnus
Member
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Member
Joined: Dec 2008
Posts: 271
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Yes, according to the task manager it consumes about 280MB. BTW: Perhaps you can find a fitting sound on flashkit.com?
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Re: Rubik's Cube
[Re: Saturnus]
#317111
03/29/10 11:14
03/29/10 11:14
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Joined: Feb 2009
Posts: 3,207 Germany, Magdeburg
Rei_Ayanami
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
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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 However, so I can program, with a work around, the skin editor The low poly version takes: 70 mb and the high poly version: 82 mb
Last edited by Rei_Ayanami; 03/29/10 11:42.
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Re: Rubik's Cube
[Re: Rei_Ayanami]
#317137
03/29/10 14:23
03/29/10 14:23
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Joined: Feb 2009
Posts: 3,207 Germany, Magdeburg
Rei_Ayanami
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
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Hello I am making a new post, cause this is very exciting for me The skin editor works You can create you own skin packages now 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)
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Re: Rubik's Cube
[Re: Rei_Ayanami]
#378369
07/22/11 23:39
07/22/11 23:39
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Joined: Feb 2006
Posts: 86
PlayStefan
Junior Member
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Junior Member
Joined: Feb 2006
Posts: 86
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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:
...
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="" />
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Re: Rubik's Cube
[Re: Rei_Ayanami]
#378405
07/23/11 13:54
07/23/11 13:54
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Joined: Feb 2006
Posts: 86
PlayStefan
Junior Member
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Junior Member
Joined: Feb 2006
Posts: 86
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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="" />
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Re: Rubik's Cube
[Re: PlayStefan]
#378518
07/24/11 15:03
07/24/11 15:03
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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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
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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