Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
3 registered members (NewbieZorro, TipmyPip, AndrewAMD), 14,749 guests, and 7 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 2 1 2
Problems and Questions #82732
07/23/06 19:45
07/23/06 19:45
Joined: Sep 2005
Posts: 38
K
Krammit Offline OP
Newbie
Krammit  Offline OP
Newbie
K

Joined: Sep 2005
Posts: 38
First Problem:
This was just now being noticed in the engine. The main city, is populated by people, and their all having.. 'graphical' problems. I can't explain it using words, so I need to use a picture.

Basically, this is what happens. at ANY distance. I dont know why, because I've never noticed anything like that before. I'm guessing its how the model is built.. In MED at any distance, this problem doesnt appear. Only ingame, do parts begin dissapearing like that.
When at a close enough distance, the problem goes away

Question #1
I've always used W,A,S,D for my controls, because I couldnt use the arrow keys. Main reason, what would you put for the arrow keys in command?
I know for WASD, its key_w, Key_d, etc
Whats the command line for having the controls as arrow keys? O_o

Problem is, thats too close.

So im wondering if anyone knows what might be causing this to happen? Or a way to get rid of this problem, without rebuilding the models. ..Because all models are having this problem.

Problem #2 (.. i got a slew of problems, dont I )
I've done something horribly wrong. Which I find piculiar, because I havent edited this part of the code.
Code:
var dist_total = 400;
var cam_zangle = -7;


This is what I've been using for the camera, distance and what I thought was the Z direction location of the camera. The var cam_zangle = -7; part is whats bugging me. I thought it was changing the camera to be higher, but its not, no matter its changes.
Exactly what might I be doing wrong there?

Question #1
Ive always used WASD controls for player movements. I never actually knew, what are the "key_" lines for using arrow keys? O_o

I'm going out on a limb, but I think thats all my questions for right now. =P
Thanks in advance.

Re: Problems and Questions [Re: Krammit] #82733
07/23/06 19:58
07/23/06 19:58
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
key_cuu = up arrow key;
key_cud = down arrow key;
key_cul = left arrow key;
key_cur = right arrow key;

Look in the manual for other key configurations.

As to your graphical things, I don't know, but if it's the shadows, it's a possible known issue (but I may be thinking of something else).


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Problems and Questions [Re: ulillillia] #82734
07/25/06 21:46
07/25/06 21:46
Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
anonymous_alcoho Offline
Senior Developer
anonymous_alcoho  Offline
Senior Developer

Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
also, there is key_force.x and key_force.y. Key_force.x will return a 1 or a -1 if the left/right keys are pressed and return a zero if no arrow key is pressed.

for example,
my.speedY = 5 * (key_cul - key_cur);
becomes
my.speedY = 5 * key_force.x.

key_force.y works the same way with the up/down

there is also mouse_force.x and mouse_force.y which works the same way and is a good way to make the player turn via the mouse.


"Oh no, it's true! I'm a love magnet!" Calvin from Calvin and Hobbes My name's Anonymous_Alcoholic.
Re: Problems and Questions [Re: anonymous_alcoho] #82735
07/25/06 22:10
07/25/06 22:10
Joined: Feb 2006
Posts: 616
Netherlands
cartoon_baboon Offline
User
cartoon_baboon  Offline
User

Joined: Feb 2006
Posts: 616
Netherlands
perhaps the problem with the models has to do with that whole z-buffer thing?
check this threadIf it is the z-buffer thing than the material talked about in this thread should solve it.

Re: Problems and Questions [Re: cartoon_baboon] #82736
07/26/06 00:42
07/26/06 00:42
Joined: Sep 2005
Posts: 38
K
Krammit Offline OP
Newbie
Krammit  Offline OP
Newbie
K

Joined: Sep 2005
Posts: 38
Righto, never actually took into consideration zbuffer.
My question now is:
Each NPC in the village are different models, and they all have the same problem, they all have their own script too. Does the Zbuffer script have to be applied to each individual script, or is there a global script, that will affect all objects?

Re: Problems and Questions [Re: Krammit] #82737
07/26/06 09:08
07/26/06 09:08
Joined: Feb 2006
Posts: 616
Netherlands
cartoon_baboon Offline
User
cartoon_baboon  Offline
User

Joined: Feb 2006
Posts: 616
Netherlands
You have to put the line my.material = mt_vegetation (or something like that) in the action, so if they all have their own action, then yes, you have to put that in there everytime as far as I know.

Re: Problems and Questions [Re: cartoon_baboon] #82738
07/29/06 01:31
07/29/06 01:31
Joined: Sep 2005
Posts: 38
K
Krammit Offline OP
Newbie
Krammit  Offline OP
Newbie
K

Joined: Sep 2005
Posts: 38
Well, I've tested that code over and over. Nothing happens, the few times it did manage to load without error, its task was never done, it basically was a pile of bulk.

The code just isnt preforming its action, and if I modify the vegitation part, it only encounters errors. It usually gets replaced with the [ACTION player_action] seeing as the players script is Function player_action
That still wouldnt do what I need though.

This script doesnt act as a global script, it only seems to be able to act as a script to modify the buffer on one specific function, all objects tied to that function.
O_o

More a less, wouldnt a script work that resembled something like;
Code:

{
my.transparent=off;
my.flare=off;
}


(that doesnt actually do anything) There must be a more simplified command line for the zbuffer on a global status.

Last edited by Krammit; 07/29/06 01:34.
Re: Problems and Questions [Re: Krammit] #82739
07/29/06 04:44
07/29/06 04:44
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
Expert
Grimber  Offline
Expert
G

Joined: Sep 2003
Posts: 4,959
US
convert the models skin to a 24 bit texture. you get the sort problems when you have 100% opaque areas and semi-transparent areas within the same skin image with an alpha channel

Re: Problems and Questions [Re: Grimber] #82740
07/29/06 15:26
07/29/06 15:26
Joined: Sep 2005
Posts: 38
K
Krammit Offline OP
Newbie
Krammit  Offline OP
Newbie
K

Joined: Sep 2005
Posts: 38
Texture was already 24bit, still having problems. It doesnt seem to be anything with the texture, but the model itself.

When an object is behind an unsolid object, the unsolid becomes invisible, and the solid behind it, can be seen. The problem is eliminiated when the camera is close to the model.

I'm assuming it is infact the zbuffer, but the script for my zbuffer doesnt do anything.

Re: Problems and Questions [Re: Krammit] #82741
07/29/06 15:32
07/29/06 15:32
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
Expert
Grimber  Offline
Expert
G

Joined: Sep 2003
Posts: 4,959
US
sounds then like either flipped normals or an open mesh ( unless your applying some shader to the model that might mess up the rendering sort)

Page 1 of 2 1 2

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