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Using Newton #130608
05/18/07 19:08
05/18/07 19:08
Joined: Mar 2006
Posts: 29
the Netherlands
I
Ingmar Offline OP
Newbie
Ingmar  Offline OP
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Joined: Mar 2006
Posts: 29
the Netherlands
Hi,

I downloaded Newton from a link that someone on the forum had given me, but could someone tell me how to use this physics program in my game level? I studied some example levels in the Newton folder, but I didn't get much wiser..

Regards,
Ingmar

Re: Using Newton [Re: Ingmar] #130609
05/19/07 09:15
05/19/07 09:15
Joined: Jan 2007
Posts: 651
Germany
R
RedPhoenix Offline
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RedPhoenix  Offline
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Joined: Jan 2007
Posts: 651
Germany
Did you read the documentation for Newton (in the doc folder of the newtonexamples)?

And which version of Newton do you have (look on the splasscreen)?

By the way: I remember about 4 threads that dealt with implementing Newton in the past 8 weeks.

Last edited by RedPhoenix; 05/19/07 09:22.
Re: Using Newton [Re: RedPhoenix] #130610
05/19/07 09:56
05/19/07 09:56
Joined: Mar 2006
Posts: 29
the Netherlands
I
Ingmar Offline OP
Newbie
Ingmar  Offline OP
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I

Joined: Mar 2006
Posts: 29
the Netherlands
Quote:

Did you read the documentation for Newton (in the doc folder of the newtonexamples)?

And which version of Newton do you have (look on the splasscreen)?

By the way: I remember about 4 threads that dealt with implementing Newton in the past 8 weeks.




I read the documentation, but it didn't work after:
"Copy the files "newton.dll" and "newtonsplash.tga" from Gamestudio\template folder to the level folder."

It's version 1.0? That's what the splashscreen says..

Re: Using Newton [Re: Ingmar] #130611
05/19/07 16:59
05/19/07 16:59
Joined: Jan 2007
Posts: 651
Germany
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RedPhoenix Offline
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Ok let's see: (By the way: Which version of 3DGS do yozu have?)

1: You have a project folder. To this folder you copy the newton.wdl, the newtonscript2.wdl, and the newtonsplash.tga.

2: Search in your 3DGS directory. there is a folder named acknex_plugins. If it's not there you don't have the latest version of 3DGS but that's no problem, just tell me then.
To this one (if you have it) you copy the newton.dll

3: If you already have a level open the mainscript of it. If not create a new one and create a basis script for it.

4: Over your mainfunction you put in those lines:
include <newton.wdl>;
include <newtonscript2.wdl>;

string level_str = <levelname.wmb>; //don't write it twice if it's already in your script!!!

ifdef USE_NEWTON_GAME_DYNAMICS;
string newtonLevel_cls = <levelname.CLS>; //same name as levelstr
endif;

5: Your main function should look like this in the beginning:
function main()
{
wait(3);
level_load(level_str);
ifdef USE_NEWTON_GAME_DYNAMICS;
wait(1);
dll_handle = newtonHandle;
temp = NewtonAddMap (level_str, splashscreen);
endif;
sleep(1);
splashscreen.visible = off;
//...
}

6: Now Newton is initialised right and you can create Newtonobjects by giving them the function Newtonwoodentity and setting their Skill1 to a mass parameter. Just follow the manual for more complex stuff.

Re: Using Newton [Re: RedPhoenix] #130612
05/19/07 18:05
05/19/07 18:05
Joined: Mar 2006
Posts: 29
the Netherlands
I
Ingmar Offline OP
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Ingmar  Offline OP
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Joined: Mar 2006
Posts: 29
the Netherlands
Thank you! I'll try it!

Re: Using Newton [Re: Ingmar] #130613
10/13/07 15:54
10/13/07 15:54
Joined: Jul 2004
Posts: 52
Vienna
H
Hawk Offline
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Hawk  Offline
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Joined: Jul 2004
Posts: 52
Vienna
hi, i have also some problems using newton, because there are no actions to assign an entity in wed. the newton.dll is located in the acknex_plugins folder and newton.wdl and newtonScript2.wdl are in the project folder. i am using newton 1.0

this is my script:
Code:

var video_mode = 8; // screen size 1024x768
var video_depth = 32; // 32 bit colour D3D mode
var video_screen = 2; // Fenster
var mouse_mode = 1; // Mauszeiger sichtbar und mouse_force reagiert auf Mausbewegungen

include<newton.wdl>;
include<newtonScript2.wdl>;

// Strings
string str_level1=<Billard.wmb>; //Levelstring

ifdef USE_NEWTON_GAME_DYNAMICS;
string newtonLevel_cls = <Billard.CLS>;
endif;

string str_ball = <newton_ball.mdl>; //Testkugel

entity* kugel1;

function kugel1_move();
function main()
{
level_load(str_level1); // Lade 1 Level
ifdef USE_NEWTON_GAME_DYNAMICS;
wait(1);
dll_handle = newtonHandle;
NewtonAddMap (str_level1, "newtonsplash.tga");
endif;
wait(-1);
}



what did i have left out?


Commcercial A6.60
Re: Using Newton [Re: Hawk] #130614
11/26/07 06:25
11/26/07 06:25
Joined: Jan 2005
Posts: 19
Honolulu, Hawaii
M
MASH Offline
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MASH  Offline
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Joined: Jan 2005
Posts: 19
Honolulu, Hawaii
Here is a little level that I used to setup Newton in Commercial A6.60. Used the DLL and Base code from the A6.5 Newton Demo I downloaded from here on the forum, I think it was from Ventilator? You are welcome to check it out and see if it works on you system. I am still playing with it and have not done anything except get it to work and load some physics objects. Unzip the file to your GStudio6/work folder and open newton2 in WED. Good luck and hope it helps. If not, try to search on the forums for the A6.5 Newton Demo.

A6_Newton Level

My bad, it was xXxGuitar511 who uploaded the newton65pp1

Ventilator gave us the Newton with LiteC contribution.

Last edited by MASH; 11/26/07 06:47.

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