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A6 Templates... #226731
09/10/08 22:37
09/10/08 22:37
Joined: Feb 2008
Posts: 69
Australia
M
MegaMarioDeluxe Offline OP
Junior Member
MegaMarioDeluxe  Offline OP
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Joined: Feb 2008
Posts: 69
Australia
To use the A6 Templates, what exactly are the files needed to get basic engine (movement, jump, death, slopes, swimming, etc)? I currently have the camera and global Ids scripts, but nothing else.

If you can tell me, thanks in advance.


----
MegaMario
Regular 3D Game Studio User
http://www.krystalgaming.net
Re: A6 Templates... [Re: MegaMarioDeluxe] #226746
09/11/08 02:14
09/11/08 02:14
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Blink  Offline

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Joined: Jan 2006
Posts: 2,157
Connecticut, USA
here's the trick. the scripts are already loaded in the project manager. so if you want to do a shooter project, in map properties, you select that type of project and the project manager will "load" all of the scripts you need for a first person shooter in the right order. if its a 3rd person shooter, you simply remove the first person camera, and add the 3rd person camera and you are set. hoipe this helps.


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: A6 Templates... [Re: Blink] #226762
09/11/08 06:02
09/11/08 06:02
Joined: Feb 2008
Posts: 69
Australia
M
MegaMarioDeluxe Offline OP
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MegaMarioDeluxe  Offline OP
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Joined: Feb 2008
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Australia
You're somewhat on the right track...

I'm trying to make a Mario-styled clone, but it's not going too good. Anyway, thanks.


----
MegaMario
Regular 3D Game Studio User
http://www.krystalgaming.net
Re: A6 Templates... [Re: MegaMarioDeluxe] #226781
09/11/08 08:14
09/11/08 08:14
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline
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Queensland - Australia
The running, jumping, crouch movements are in the biped_physics.wdl..
This is in the A6 templates folder. To customize, simply copy it into
your project folder... From there you can edit it and it should load that one
instead of the default. Or you can select the scripts you need for your project.
Do a dummy publish without creating a resource file and Wed or Sed will
put all those files in the project.cd folder. Then all you have to do
is remove the default includes and set your project up to what you want.

Finally the you can add edit etc all the default wdl's in your project folder to
however you would like your game to behave and look.


Windows XP SP3
Intel Dual Core CPU: E5200 @ 2.5GHz
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PCIE x16 GeForce GTS 450 1Gb
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Re: A6 Templates... [Re: Nidhogg] #227740
09/15/08 22:30
09/15/08 22:30
Joined: Feb 2008
Posts: 69
Australia
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MegaMarioDeluxe Offline OP
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MegaMarioDeluxe  Offline OP
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Posts: 69
Australia
Thanks for the response, Nidhogg.

Now, just a little issue.

Take a look at a early build of my game - No, I'm not advertising: http://www.savefile.com/files/1789215

(You may need to open the WMB in your 3D Game Studio and run it from there)

When you do that, you'll see that the character (Peach) is facing the wrong direction, instead of the direction where the camera is facing (at the start, it's north). Mind you, the engine is mouse controlled for the direction of travel (by default in the Biped Template). I'm wondering if anyone can help me make Peach permanently face the same way the camera is looking (not having her face you, but look where she's actually going instead to her right).

I have rotated the model in MED and WED, and still no luck.

Thanks if anyone can help again!


----
MegaMario
Regular 3D Game Studio User
http://www.krystalgaming.net
Re: A6 Templates... [Re: MegaMarioDeluxe] #227760
09/15/08 23:45
09/15/08 23:45
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline
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Nidhogg  Offline
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Joined: Dec 2006
Posts: 1,086
Queensland - Australia
You need to load you character into WED.
Go into animate mode and rotate your character to face the right direction.

Other than that I think you may have to edit each script (I'm not sure)
and reverse the pan statements.


Windows XP SP3
Intel Dual Core CPU: E5200 @ 2.5GHz
4.00GB DDR3 Ram
ASUS P5G41T-M LX
PCIE x16 GeForce GTS 450 1Gb
SB Audigy 4
Spyware Doctor with AntiVirus
Re: A6 Templates... [Re: Nidhogg] #227946
09/16/08 22:43
09/16/08 22:43
Joined: Feb 2008
Posts: 69
Australia
M
MegaMarioDeluxe Offline OP
Junior Member
MegaMarioDeluxe  Offline OP
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Joined: Feb 2008
Posts: 69
Australia
Ok, well I did that in MED.

The bones that I use to animate the model where mixed up, and the character looked like she was drunk walking! I'll look into the pan statements, what would they be? entity_pan?

In WED rotation didn't have any effect. (Well, I didn't think so)


----
MegaMario
Regular 3D Game Studio User
http://www.krystalgaming.net
Re: A6 Templates... [Re: MegaMarioDeluxe] #227965
09/17/08 02:49
09/17/08 02:49
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline
Serious User
Nidhogg  Offline
Serious User

Joined: Dec 2006
Posts: 1,086
Queensland - Australia
It'll be a lot of work I think! Not sure.

I tried to run the demo but wouldn't work as the templates you are using
seem to be outdated to my version which is A7..

I had a look at your model and I noticed that she hasn't got a full skeleton. Just seperate arms,legs etc.
I haven't done bone manipulation so I couldn't tell you how to rotate the
bones to match.. All I know is the simpliest way is to make sure you have
the model facing East in the top view..

Maybe somebody in the Editor's forum can help you with that part.

Otherwise you may have to search through every script and change a lot.

No point asking in the forums because very very few use the default templates.
You could try thought

Good luck and I hope you figure it out..


Windows XP SP3
Intel Dual Core CPU: E5200 @ 2.5GHz
4.00GB DDR3 Ram
ASUS P5G41T-M LX
PCIE x16 GeForce GTS 450 1Gb
SB Audigy 4
Spyware Doctor with AntiVirus

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