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A few questions about Gamestudio #245223
01/08/09 22:43
01/08/09 22:43
Joined: Jan 2009
Posts: 2
R
Rocker_lx Offline OP
Guest
Rocker_lx  Offline OP
Guest
R

Joined: Jan 2009
Posts: 2
Hi,
I have downloaded the trial of A7 gamestudio.

I am now reading for 2 days tutorials and documentations, and I think that I slowly get the grasp with Lite-C and Pointers, actions, entity's, etc.

But I have to tell that some things are quite confusing, a lot of tutorials are for older versions of the engine, where I wonder if functions are deprecated in A7 or not.

The references to c-script you can find in some tutorials are also confusing. Can both languages be used? I understand that c-scripts is only used for backward compatibility reasons. How to code in c-script? do you also use SED?

I found the help file for the model and level editor rather poor, but I guess it's usable with some experimentation.

I still have a question about model animation.
I read that you can do vertex and bone animation. Is it possible to assign a model to an other model, so that it inherits the Parents models movement, without needing to program the childs movement? I'm think Parent-child relationships as they can be done in 3D software like Lightwave or 3dsMax.
I have seen that you can group objects. Imagine that I want a large spaceship traveling in space and I want a rotating Radar antenna or canon on it. Do I only need to define the rotation of the canon, and the canon moves then automatically with the ship?

Do I understand it right that shaders and some other functions only work with the commercial version of A7?

I read in the version Grid that automatic LOD is only supported in the Pro version. Can I manage LOD manually then in the commercial version?

A lot of question smile

Thanks for your answers.

Re: A few questions about Gamestudio [Re: Rocker_lx] #245241
01/09/09 00:53
01/09/09 00:53
Joined: Jul 2008
Posts: 1,178
England
M
MrGuest Offline
Serious User
MrGuest  Offline
Serious User
M

Joined: Jul 2008
Posts: 1,178
England
hey,

documentation is confusing without trial and error, but as A7 was re-written and is more like C, unfortunately A6 and prior versions do require unique coding

SED is used to code both A6 and A7, but will show different help files depending on the version you're using

Models can be given parent/child relationships and the code is almost as limitless as your imagination

shaders work with all versions, but getting your desire from them will again take time and effort, but definately usuable

LOD's you can control manually but will be a lot of work if you decide to go with Pro version later

Hopefully this'll answer a few Q's

J

Re: A few questions about Gamestudio [Re: MrGuest] #245427
01/09/09 21:25
01/09/09 21:25
Joined: Jan 2009
Posts: 2
R
Rocker_lx Offline OP
Guest
Rocker_lx  Offline OP
Guest
R

Joined: Jan 2009
Posts: 2
Thanks for the answers.

Can you explain, how this Parent Child setup is done, or implemented?

I watched at the Car demo, and saw that they used a grouping using Physics, but this is not what I want.

I tried to group 2 entities in WED, but cant access the group name for movement as it is not an entity.

I tried it ungrouped with the "Attached" flag in the entity definition, which didn't work either. I can only get to move one entity, not both at the same time.

Don't tell me I have to code an Parent Child relation ship, that would be nightmarish to handle.

Thanks

Re: A few questions about Gamestudio [Re: Rocker_lx] #245455
01/10/09 00:19
01/10/09 00:19
Joined: Oct 2008
Posts: 218
Nashua NH
heinekenbottle Offline
Member
heinekenbottle  Offline
Member

Joined: Oct 2008
Posts: 218
Nashua NH
Quote:

Don't tell me I have to code an Parent Child relation ship, that would be nightmarish to handle.


Actually, it wouldn't be two difficult.

Code:
action childAct  //the child entity
{
   while(you)   //you will point to its parent, the object that creates it
   {
      proc_mode = PROC_LATE;   //move to the end of the scheduler so it moves in tandem with parent
      vec_set(my.x,you.x);     //move with the parent
      my.pan += 10 * time_step;  //rotate (your rotating antenna idea.)
      wait(1);                 //avoid endless loops.
   }
}

action parentAct()  //the parent object
{
   ent_create("filename.mdl,my.x,childAct);  //create the child
   //..rest of code
}





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