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Re: A number of questions (different 'level') [Re: YellowAfterlife] #348326
11/25/10 01:24
11/25/10 01:24
Joined: Nov 2006
Posts: 59
Alberta, Canada
Dveyee Offline
Junior Member
Dveyee  Offline
Junior Member

Joined: Nov 2006
Posts: 59
Alberta, Canada
Hi YellowAfterlife, as far as I know the in_passable var is only detected when the player is inside or beneath a terrain. Terrains, usually combined with a water shader, are now also used for bodies of water. I have created and uploaded a sample terrain for you to download and experiment with for yourself which is available on my website at: http://www.accgames.com/files/forums/gamestudio/water2b.hmp (64KB). Make sure to set the passable flag on the water terrain when you add it to your level!

In your code, you may also want to move the conditions for the read-only collision variables (in_passable, on_passable, in_solid, or in none of them) so that they are right beneath the c_trace instruction, otherwise the variables will only be set when the player is moving.


For your three water pillars, you should convert them to map entities and then apply the passable flag.

The U,V shifting on the map entity looked fine to me. For the U,V shifting on the cube with the water texture, try converting it into a map entity and using either the material fx_uvspeed or the action you defined as uvtest. Modify the value of the first two skills to define the speed at which the pixels are offset by in the horizontal and vertical direction. You can find more information about U,V shifting in the manual here.

Originally Posted By: bart_the_13th
About the undetected passable block, ty to compile the map with "Create mesh" unchecked.

Unless you are creating an A5/A6 map, the "Create Meshes" flag should always be checked!

Regards,
Dveyee


Accelerated Game Creation Tutorial - Learn how to use 3D Gamestudio's WED with these exciting video tutorials!

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Re: A number of questions (different 'level') [Re: Dveyee] #348450
11/27/10 01:23
11/27/10 01:23
Joined: Mar 2010
Posts: 75
YellowAfterlife Offline OP
Junior Member
YellowAfterlife  Offline OP
Junior Member

Joined: Mar 2010
Posts: 75
Dveyee, big thanks for answering my questions.
I think I will use a terrain with a detail map to achieve (somewhat) realistic water.
Strange, game developement with A5 was easier xD
May I also ask, how to detect width\height of camera (default view object)? The effect that I am trying to achieve is moving and scaling panels to proportionally stay on their places when changing engine window size.
Edit: and a question about bone animations. Is it possible to make the frame's bone angles independent from previous frame's angles? I mean, so changing the previous frame in MED does not 'break' all frames after it.

Last edited by YellowAfterlife; 11/27/10 10:41.

Unfortunately, I've not worked with 3dGS for a while now, but it was fun
Re: A number of questions (different 'level') [Re: YellowAfterlife] #348516
11/27/10 20:13
11/27/10 20:13
Joined: Nov 2006
Posts: 59
Alberta, Canada
Dveyee Offline
Junior Member
Dveyee  Offline
Junior Member

Joined: Nov 2006
Posts: 59
Alberta, Canada
Someone else asked a similar question about screen resizing not too long ago. I have not tested it myself but maybe the appended code, taken from this post, might help:
Originally Posted By: "Lukas"
Code:
void panel_scale()
{
	splash.pos_x = splash.pos_y = 0;
	splash.scale_x = screen_size.x / splash.bmap.width;
	splash.scale_y = screen_size.y / splash.bmap.height;
}


void main ()
{
	...
	video_set(...); // this is where you change your resolution
	panel_scale(); // now correct the size
}


As for bone animations, you might want to start a new thread under this forum if you cannot get it answered here.

Regards,
Dveyee


Accelerated Game Creation Tutorial - Learn how to use 3D Gamestudio's WED with these exciting video tutorials!

Visit our website at http://www.accgames.com.
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