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Per-Poly Collision Starter Pack
#42810
03/18/05 16:29
03/18/05 16:29
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
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I haven't contributed in a while. So..... Per-Poly Collision Starter PackShould help get you going. I added a few extras in the code too. Enjoy, Loco
Professional A8.30 Spoils of War - East Coast Games
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Re: Per-Poly Collision Starter Pack
[Re: Nems]
#42812
03/18/05 17:01
03/18/05 17:01
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Joined: Oct 2002
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Hi Nemesis,
I didn't notice camera jumping here.
Could you explain it a bit better? Is it Horizontal or Vertical and what exactly is it doing? Is it at start/end or all through the turn?
In CameraThird function you could change this:
cameraRotationMode = ROTATION_MODE_MEDIUM;
to ROTATION_MODE_SLOW or ROTATION_MODE_FAST
In InitCam function you can play with this value:
CAM_ROT_SPEED = .3;
Also look at the GetCameraAcceleration function, you can play around in there also or get rid of camera accelaration on rotation all together.
This code should be all-model level friendly, just make sure you set my.polygon = on on ground/floor models and any models that aren't rectangular (i.e. have ledges sticking out, doors to walk through, etc).
I did notice some jerks at times, I think this is due to hard drive activity being very noticeable when its running at 200+ FPS. This will lessen I imagine after you start adding content or you could play with time_smooth to lessen hard drive causing jerks.
Loco
Professional A8.30 Spoils of War - East Coast Games
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Re: Per-Poly Collision Starter Pack
[Re: Nems]
#42815
03/20/05 13:44
03/20/05 13:44
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
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In Player_Ent action I would first play with this:
my.ROTATION_SPEED = 16;
and after that also in Player_ENt action is these lines of code:
// rotate player with mouse if(mickeyX >= 5) { bMouseRotate = TRUE; tempPan.pan = - player.ROTATION_SPEED * runForce * time; RotateEntity(); } if(mickeyX <= -5) { bMouseRotate = TRUE; tempPan.pan = player.ROTATION_SPEED * runForce * time; RotateEntity(); }
Changing my.ROTATION_SPEED will probably do wonders. It is set quite high actually.
Let me know if that helps, Loco
Professional A8.30 Spoils of War - East Coast Games
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Re: Per-Poly Collision Starter Pack
[Re: Nems]
#42817
03/21/05 01:58
03/21/05 01:58
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Joined: Oct 2002
Posts: 2,256 Oz
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Ok, so all the problems are in 1st person cam mode correct?
I will see what I can do to get the cam and player synched in 1st person cam. I just threw that 1st person cam code in real fast before I uploaded it, I will check it here soon.
Loco
Professional A8.30 Spoils of War - East Coast Games
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Re: Per-Poly Collision Starter Pack
[Re: Locoweed]
#42818
03/21/05 04:04
03/21/05 04:04
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
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Hi,
I uploaded a new source at same link. I don't have much time to play with it so you will have to do anything else for a while. The CameraFirst() function in camera.wdl is where you would want to play around to try to get the 1st cam better if it's still too jerky. I dunno why it was so jerky just setting it to player pan, probably something to do with how C_ROTATE() works.
The activator actions can fail if a player just stands on them, but I threw them in there to give an idea of how you could do static cams, etc, but they would need some work done to them so they would never fail.
Anyhow, thats all for me for a while.
Loco
Professional A8.30 Spoils of War - East Coast Games
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