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[SOLVED] Which side of the dice...
#332640
07/11/10 11:44
07/11/10 11:44
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Joined: Sep 2009
Posts: 1,032 Budapest
Aku_Aku
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I can't able to figure out this algorithm. I have a semi-working one. There is a 6 side dice. In the starting position i can see the side A. If its rotated from right to left i can see the side B, C, D. If its rotated from top to bottom i can see the side E. If its rotated from bottom to top i can see the side F. You can't use the skin to help the algorithm. What algorithm is able to recognize which side i can see after any rotation?  i tried to enter an image, i don't understand why didn't appear that... example image
Last edited by Aku_Aku; 07/11/10 14:38.
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Re: Which side of the dice...
[Re: Lukas]
#332654
07/11/10 13:10
07/11/10 13:10
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
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Germany
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Year Aku, its so simple with engine related functions, dont make your life harder o.O
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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Re: Which side of the dice...
[Re: Lukas]
#332664
07/11/10 14:07
07/11/10 14:07
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Joined: Sep 2009
Posts: 1,032 Budapest
Aku_Aku
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I am really sad, i don't understand your solution with coordinates x0, y0, z0...
OK, i accept your advice, if you give me the solution how to put 6 vertex (1 to each side) to an entity after it is loaded into. Moreover i don't know that vec_for_vertex and i don't know how should use it and its result.
Last edited by Aku_Aku; 07/11/10 14:08.
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Re: Which side of the dice...
[Re: Aku_Aku]
#332667
07/11/10 14:14
07/11/10 14:14
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Joined: Mar 2008
Posts: 2,247 Baden Württemberg, Germany
Espér
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Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
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uhm.. open MED => select vertex Mode => click on "Create vertex" icon => Place vertex to the model (leftklick = creating) Then just place the vertex right, and note his ID The ID is shown in the lower right of the MED Window, after selecting one vertex. Shown like this (ABCD == the ID number you need to write down): now just use vec_for_vertex with the Vertex IDs...
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Re: Which side of the dice...
[Re: Espér]
#332669
07/11/10 14:30
07/11/10 14:30
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Joined: Sep 2009
Posts: 1,032 Budapest
Aku_Aku
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Thanks for your patience Espér.
I am really sorry, but i can't open the MED inside processing a lite-c script by the engine, and execute your advice and save the model and reaload. And moreover continue the running of the script.
I tried it explain in my starting post, it is a pity, nobody can't understand... (it was a really simple sentence)
The happier end of this thread is that, i have the fully working solution, naturally in lite-c. No MED, no WED, only the engine and script.
Last edited by Aku_Aku; 07/11/10 14:33.
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Re: Which side of the dice...
[Re: Espér]
#332672
07/11/10 14:41
07/11/10 14:41
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Joined: Sep 2009
Posts: 1,032 Budapest
Aku_Aku
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I can't do it with all of the more than two thousend models, and with those they will be made in the future by any others... I need a generic solution for that case, me and the script don't know the model, and the model can't modify for the sake of any unknown outer circumstances... Luckily, i outhammered the generic solution without modifying the models.
Last edited by Aku_Aku; 07/11/10 14:43.
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