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Per-Poly Collision Starter Pack #42810
03/18/05 16:29
03/18/05 16:29
Joined: Oct 2002
Posts: 2,256
Oz
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Locoweed Offline OP
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Locoweed  Offline OP
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Oz
I haven't contributed in a while. So.....

Per-Poly Collision Starter Pack

Should help get you going. I added a few extras in the code too.

Enjoy,
Loco


Professional A8.30
Spoils of War - East Coast Games
Re: Per-Poly Collision Starter Pack [Re: Locoweed] #42811
03/18/05 16:55
03/18/05 16:55
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Nems Offline

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Nems  Offline

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Thanks Loco, got a lot of thingd to study here but how do I stop the cameraa from 'jumping'as I turn?

Re: Per-Poly Collision Starter Pack [Re: Nems] #42812
03/18/05 17:01
03/18/05 17:01
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Oz
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Locoweed Offline OP
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Locoweed  Offline OP
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Oz
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
Re: Per-Poly Collision Starter Pack [Re: Locoweed] #42813
03/19/05 06:12
03/19/05 06:12
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Nems Offline

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Nems  Offline

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Thanks Locoweed, will build model geometry and get into using your template starter.
This is gold!
Cheers.

Re: Per-Poly Collision Starter Pack [Re: Locoweed] #42814
03/20/05 09:23
03/20/05 09:23
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Nems Offline

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Nems  Offline

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Hi ya Locoweed,

The 'jumping' happens when in first person mode, the camera pan is very jerky here.

I am also having trouble getting the rotation to center on target, have tried to hunt it down but your script is too complex for me.
Panning is good but getting the pan to stop where you want or increment to where you want is almost impossible first time round.
My enemies blast me before I can zero in on them.

How would I go about refining this ? or is there a way to bypass the rotation features?
Thanks

Re: Per-Poly Collision Starter Pack [Re: Nems] #42815
03/20/05 13:44
03/20/05 13:44
Joined: Oct 2002
Posts: 2,256
Oz
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Locoweed Offline OP
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Locoweed  Offline OP
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Oz
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
Re: Per-Poly Collision Starter Pack [Re: Locoweed] #42816
03/20/05 14:48
03/20/05 14:48
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Nems Offline

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Nems  Offline

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Posts: 4,264
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I've found the problem to be the camera and the player rotating at diferent times and have tried (unsuccessfully) to tweak the camera script to get a synchronous pan.
Theres also a delay when the mouse is moved very slowly for fine aiming, this is making it difficult to aim precisely.
I'm using the script as a third person player and staying with it because of the camera's intelligent handling capabilities.
Can you advise ?

Re: Per-Poly Collision Starter Pack [Re: Nems] #42817
03/21/05 01:58
03/21/05 01:58
Joined: Oct 2002
Posts: 2,256
Oz
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Locoweed Offline OP
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Locoweed  Offline OP
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Oz
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
Re: Per-Poly Collision Starter Pack [Re: Locoweed] #42818
03/21/05 04:04
03/21/05 04:04
Joined: Oct 2002
Posts: 2,256
Oz
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Locoweed Offline OP
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Locoweed  Offline OP
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Oz
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
Re: Per-Poly Collision Starter Pack [Re: Locoweed] #42819
03/21/05 04:30
03/21/05 04:30
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Nems Offline

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Nems  Offline

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Thanks Locoweed, much appreciated.

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