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Camera always moves upwards? #488972
11/13/25 14:04
11/13/25 14:04
Joined: Sep 2004
Posts: 4
Rheinland/Pfalz
clonman Offline OP
Guest
clonman  Offline OP
Guest

Joined: Sep 2004
Posts: 4
Rheinland/Pfalz
Hello,
I haven't used GameStudio A8 in a long time and already I have a problem.
I created a small test example and assigned the pre-made script "t_player" to the model.

My main.c script looks like this:

///////////////////////////////
#include <acknex.h>
#include <default.c>
#include <mtlFX.c>
///////////////////////////////

#include <t_player.c>
#include <t_enemies.c>
#include <t_weapons.c>
///////////////////////////////

function main()
{

level_load("my_new_game.WMB");
}

If I start the example now, the following happens: The camera simply moves endlessly upwards?

No joystick or gamepad is connected.

Could someone perhaps tell me why this is happening and how I can stop it?

( GameStudio Commercial 8.47 / WED V 6.961 / SED version: 8.10.3 )

Thank you.

Clonman

Re: Camera always moves upwards? [Re: clonman] #488973
11/14/25 13:58
11/14/25 13:58
Joined: Jun 2008
Posts: 53
Caucasus
VoroneTZ Offline
Junior Member
VoroneTZ  Offline
Junior Member

Joined: Jun 2008
Posts: 53
Caucasus
did you add ground to level?
player can "fly" upwards when is no ground under it

Re: Camera always moves upwards? [Re: clonman] #488974
11/14/25 16:32
11/14/25 16:32
Joined: May 2013
Posts: 168
N
NeoDumont Offline
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NeoDumont  Offline
Member
N

Joined: May 2013
Posts: 168
Hi clonman !

In the WED compiler options you need to set create meshes to "set". Recompile and the t7 player scripsts should work properly. However, I found out that texture animations as shown in the editors texture display do not work with >create meshes< set.
Therefore you need to use Models for texture animated stuff in this mode. Models with e.g. 0 to 9 skins.
Otherwise if you want to use texture animations for blocks you cannot use the t7 predefined scripts and you should use "older" scripts for walking or else.

Hope that helps...

Best wishes

NeodDumont

Look for PCXanim to get lots of animated textures.

Re: Camera always moves upwards? [Re: clonman] #488979
11/17/25 09:56
11/17/25 09:56
Joined: May 2013
Posts: 168
N
NeoDumont Offline
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NeoDumont  Offline
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N

Joined: May 2013
Posts: 168
OK. Just found out:

Prepare a WAD with an animated texture from a set of texture bmps like +0vulcan.bmp to +9vulcan.bmp. You can add a set of 10 textures to a WAD in one go.

Create a block or prefab in an new empty level in WAD and add an animated texture to the block. Then compile this map with disabled "create meshes" (checkbox set off) as a >simple map< ! Save it out and import it into your WED Level, created with "create meshes" set before, by"ADD MAP". This way the very useful t7 functions and block animted textures do work together.

NOTE (!): Here I mean WAD animated textures from a set of bmps like +0Vulcan.bmp to +9vulcan.bmp only ! I don't know how to get animations
like *ooze going. I assume they need a special FX. Did not check this out.

If you need sets of animated textures you can use PCXanim, also available on this forum. Import a ten frame animation and export them with "export bmps". Enter a base name. Enumeration und .bmp extenter will be added automatically. Works ony with 10 frame animation.
Most PCXanim animations are good for simple scifi games. If you want ro create a world with next gen graphics you should get a professional version of GSTUDIO, which uses shaders.

The command "Tex_CYCLES = 10" let you set the speed of the texture animation.

Best wishes !

NeoDumont

A7 Extra Edition
A8 Extra Edition

Re: Camera always moves upwards? [Re: clonman] #489091
4 hours ago
4 hours ago
Joined: May 2013
Posts: 168
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NeoDumont Offline
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NeoDumont  Offline
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Joined: May 2013
Posts: 168
OK. "camera always goes up" solved with small texture animation demo:

So as a result of my research about a upwards moving camera I like to share the results with you:

1. It is correct: You need a hmp (Ground) below your level geometry to avoid an upgoing camera/player camera. Strangely enough. Note the hmp in my 3DGitt demo screenshot.

2. I created a small demo level with a Guard-player with the t_player action attached to the model. The t_player action has been modified
by me so that you can hear footsteps when walking.

The cube with the black and white texture animation has been created separately in WED as a simple map, saved out and loaded in the main level with >add map entity<. Because this map entity had no collision detection I put a level prefab block into the map entity to get a stop collision.

The barrel has a fx_uvspeed attached, You can see it working.

The lava stream at the bottom of the level, again, is a separately created block entity with a texture animation (+0lava to +9lava). It was also build as a simple mesh and then imported. To avoid falling through the lava block I placed a level primitive inside the lava block.
The lava stream movement was created in PCXanim. It is not a uvspeed fx.

The whole level was compiled with >create meshes< set.
Script choice was "Flythrough"
t_player.c modified externaly in SED for footstep sounds.
Collision sound not yet implemented but planned.
Project manager used to add "player parameters".
T7 scripts used.

You can download the small tech demo 3DGitt.cd here:

3DGitt/A8 tech demo download

Best wishes !

NeoDumont

A7 Extra Edition (Sybex)
A8 Extra Edition

[Linked Image]



Last edited by NeoDumont; 4 hours ago.

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