Gamestudio Links
Zorro Links
Newest Posts
Z9 getting Error 058
by k_ivan. 04/25/26 19:13
ZorroGPT
by TipmyPip. 04/25/26 16:09
Stooq now requires an API key
by jcl. 04/13/26 09:42
Strange "Alien" Skull created with >Knubber<
by NeoDumont. 04/10/26 18:58
400 free seamless texture pack downl. here !
by NeoDumont. 04/08/26 19:55
AUM Magazine
Latest Screens
Dorifto samurai
Shadow 2
Rocker`s Revenge
Stug 3 Stormartillery
Who's Online Now
3 registered members (3run, Grant, 1 invisible), 3,890 guests, and 16 spiders.
Key: Admin, Global Mod, Mod
Newest Members
valino, juergenwue, VladMak, Geir, ondrej
19209 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 3 1 2 3
Passability questine. #351778
12/28/10 14:32
12/28/10 14:32
Joined: Feb 2010
Posts: 886
Random Offline OP
User
Random  Offline OP
User

Joined: Feb 2010
Posts: 886
Is a Locomotion System passable in 3dgs?
For Unity it is already enable.
link.
And here is a video to that System.
video link.
Is it be passable that Locomotion could be a feature of 3dgs?



Re: Passability questine. [Re: Random] #351779
12/28/10 14:44
12/28/10 14:44
Joined: May 2009
Posts: 5,377
Caucasus
3run Online
Senior Expert
3run  Online
Senior Expert

Joined: May 2009
Posts: 5,377
Caucasus
Damn, it looks so sweet laugh


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: Passability questine. [Re: 3run] #351782
12/28/10 14:55
12/28/10 14:55
Joined: Feb 2010
Posts: 886
Random Offline OP
User
Random  Offline OP
User

Joined: Feb 2010
Posts: 886
Oh, yeh!
When youre right, then your right wink



Re: Passability questine. [Re: Random] #351787
12/28/10 15:21
12/28/10 15:21
Joined: Jul 2000
Posts: 28,094
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,094
Frankfurt
Yes, such a system is certainly passable. You have all necessary functions for placing feet bones on the floor.

Re: Passability questine. [Re: jcl] #351790
12/28/10 15:33
12/28/10 15:33
Joined: Feb 2010
Posts: 886
Random Offline OP
User
Random  Offline OP
User

Joined: Feb 2010
Posts: 886
Yes!
Can you maby give us a little tip how to do that? grin



Re: Passability questine. [Re: Random] #351791
12/28/10 15:48
12/28/10 15:48
Joined: Jul 2000
Posts: 28,094
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,094
Frankfurt
Run the normal walk animation. Trace a ray from every foot to the ground below. Move the entity down by the bigger of the two distances. Then rotate the upper leg bone with the smaller distance forward, and the lower leg bone backward, until the foot is raised by the smaller distance. You'll then have both feet on the floor. There are certainly some more details, but that should be the basic principle.

Re: Passability questine. [Re: jcl] #351794
12/28/10 15:59
12/28/10 15:59
Joined: Feb 2010
Posts: 886
Random Offline OP
User
Random  Offline OP
User

Joined: Feb 2010
Posts: 886
Ok I give it a shot.



Re: Passability questine. [Re: Random] #351815
12/28/10 18:15
12/28/10 18:15
Joined: Feb 2010
Posts: 886
Random Offline OP
User
Random  Offline OP
User

Joined: Feb 2010
Posts: 886
I didn`t know how to make rays below every foot, thats wy I just used models;
Click to reveal..
ENTITY* foot_right_scan;
ENTITY* foot_left_scan;

function scan_right_foot()
{
proc_kill(4);
foot_right_scan = my;
set(my, PASSABLE | INVISIBLE);
while (you)
{
my.x = you.x;
my.y = you.y;
my.z = you.z - 30;
my.pan = you.pan;
my.tilt = you.tilt;
wait (1);
}
}

function scan_left_foot()
{
proc_kill(4);
foot_left_scan = my;
set(my, PASSABLE | INVISIBLE);
while (you)
{
my.x = you.x;
my.y = you.y;
my.z = you.z - 30;
my.pan = you.pan;
my.tilt = you.tilt;
wait (1);
}
}

VECTOR temp;
var camera_distance = 200;

action charakter()
{
player = my;
ent_create ("foot_right_scan.mdl", nullvector, scan_right_foot);
ent_create ("foot_left_scan.mdl", nullvector, scan_left_foot);
while (1)
{
player.pan -= 10 * mouse_force.x * time_step - 1.5 * (key_a - key_d);
camera.x = player.x - camera_distance * cos(player.pan);
camera.y = player.y - camera_distance * sin(player.pan);
camera.z = player.z + 100;
camera.pan = player.pan;
camera.tilt += 7 * mouse_force.y * time_step;
if (key_w + key_s > 0)
{
ent_animate(my, "walk", my.skill46, ANM_CYCLE);
my.skill46 += 5 * (1 + key_shift * 0.7) * time_step;
my.skill46 %= 100;
}
else
{
ent_animate(my, "stand", my.skill48, ANM_CYCLE);
my.skill48 += 1 * time_step;
my.skill48 %= 100;
}

vec_set (temp, my.x);
temp.z -= 10000;
temp.z = - c_trace (my.x, temp, IGNORE_ME | IGNORE_PASSABLE | USE_BOX) + 15;
temp.x = 3 * (key_w - key_s);
temp.y = 0;
my.skill47 += c_move (my, temp, nullvector, IGNORE_PASSABLE);
wait (1);
}
}


Is it ok so far?

Last edited by Random; 12/28/10 18:21.


Re: Passability questine. [Re: Random] #351820
12/28/10 18:50
12/28/10 18:50
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Quote:
I didn`t know how to make rays below every foot, thats wy I just used models;

Better do the tutorials then and learn by coding other stuff (before you work on a Locomotion System).


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Passability questine. [Re: Superku] #351823
12/28/10 19:01
12/28/10 19:01
Joined: Feb 2010
Posts: 886
Random Offline OP
User
Random  Offline OP
User

Joined: Feb 2010
Posts: 886
hahaha, youre right, but im not sure if anybody else is going to try this grin



Page 1 of 3 1 2 3

Moderated by  HeelX, Lukas, rayp, Rei_Ayanami, Superku, Tobias, TWO, VeT 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1