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Re: Passability questine. [Re: 3run] #352855
01/06/11 12:39
01/06/11 12:39
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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Posts: 4,506
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Then I would like to demand a complete procedural texture generation build into WED/GED, just because making textures is sooo hard. (Do you realize the irony?)

Making games is never easy.
If you want a "make game button", go for FPS creator.
If you want a lot of templates and included middleware, go for Unity.
If you want a solid, prooved and flexible engine, go for acknex.
If you want an AAA solution, go for UDK.

Take the engine that fits to your project or design your
project towards the engine.

But donīt buy a Smart and demand a whirlpool in the trunk / boot. Then you should look out for a stretched limousine.

In all these cases youīll have to learn new things. Face it and love it, because thatīs what game creation is. Learning. No fun. Hard work.
If itīs too hard for you, you should collect stamps.


no science involved
Re: Passability questine. [Re: fogman] #352870
01/06/11 13:28
01/06/11 13:28
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Posts: 7,441
http://en.wikipedia.org/wiki/Inverse_kinematics

only with an ik-system you can figure out how exactly the leg bones have to be rotated. so you would have to write an ik-solver. i don't think it's easy. but maybe you could also use the physics engine for the same task.

if i remember correctly you can look into the source code of the unity locomotion system. probably it's possible to learn from it. laugh

Re: Passability questine. [Re: ventilator] #352873
01/06/11 13:59
01/06/11 13:59
Joined: May 2009
Posts: 5,365
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,365
Caucasus
Making textures and what does that tool give us are really different thing... but never mind. You are all right.


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: Passability questine. [Re: 3run] #352897
01/06/11 14:58
01/06/11 14:58
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline
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fogman  Offline
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Joined: Apr 2005
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Yes, itīs different, but itīs the same as well.
Both are generating procedural data.

See: For me itīs incredible hard to get a consistent style, because Iīm more a coder than an artist.

For textures itīs the same. Iīm fiddling around with gimp,
stgpro, normalmap generators, atiīs compressionator...

I make nearly all my models in MED (!) because I donīt want handle blender or even wings.

So, a procedural texture tool would be a real helper for me.
Imagine endless terrains with procedural textures that fit automatically to the environment. (Which could be created from procedural functions as well).

But I wonīt demand it, because itīs my fault. I donīt want to learn how to texture and model, so I have to live with that.
I will fiddle around with MED and Gimp if I need procedural textures, Iīll generate them via Lite-C and / or shaders.

If I need some impressive models (for you: read: non-trivial code) then Iīll have to pay for it.
Or I have to take the time for fiddling.
But then it wonīt look impressive. grin


If you donīt want to learn coding, youīll have to live with that as well. Aim the goal, not the problem!
A key for good design is to turn problems into features.
To make a virtue out of necessity.
It can be rather inspiring.





no science involved
Re: Passability questine. [Re: fogman] #352907
01/06/11 15:40
01/06/11 15:40
Joined: Oct 2009
Posts: 149
Germany
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muffel Offline
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muffel  Offline
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Joined: Oct 2009
Posts: 149
Germany
@fogman
LINK
i found this link on my external harddrive reading your question about such a program
Its a procedural texture generator for free

muffel

Re: Passability questine. [Re: muffel] #352909
01/06/11 16:05
01/06/11 16:05
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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Joined: Apr 2005
Posts: 4,506
Germany
To be honest, ProFX would be way cooler and it does exactly what I mean.

But thanks for that link - I didnīt know that MapZone is free.
It will help me a lot!


no science involved
Re: Passability questine. [Re: 3run] #352928
01/06/11 17:19
01/06/11 17:19
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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Joined: Mar 2006
Posts: 3,538
WA, Australia
Originally Posted By: 3run
Dude, you know, you have your own opinion about thing, same as I do have mine. And for you may be it'll much easier to program adaptation legs to ground (which is really a smallest part of the tool that Random showed us) but that wouldn't be same easy for newbies. BTW did you watch video? I guess you didn't, if you are asking such silly questions about different bone names and so on... Or you just watched begging. Just watch the video, you'll see that feature like that can be made as a "built-in" very easily. It's already in Unity, and a lot of users are using it with easily!
Yes, I did watch the video before posting. It showed lots of cool details that give a better insight into how it might work.

I don't care if Unity has it built in. Unity has tonnes of stuff built-in. GS's visual editors (MED, WED, GED) are largely ignored by a lot of its users and it doesn't make sense to integrate such a system into any of them, IMHO. It might suit Unity's click-together design, but GS isn't click-together. It's far from it. That's why even "built-in" stuff like PSSM and animating on the GPU still require code.
Originally Posted By: ventilator
only with an ik-system you can figure out how exactly the leg bones have to be rotated. so you would have to write an ik-solver. i don't think it's easy. but maybe you could also use the physics engine for the same task.
I wouldn't use an ik-system. I'd have independent bones animations for each leg that simply go between extended and unextended, and the code would use those animations to extend the legs to the appropriate length. To me, ik is more important to editors (such as Blender) than to games.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Passability questine. [Re: JibbSmart] #352950
01/06/11 19:21
01/06/11 19:21
Joined: Feb 2010
Posts: 886
Random Offline OP
User
Random  Offline OP
User

Joined: Feb 2010
Posts: 886
Wow, wait.
What happend here?!
Chill out allitlbit.
3Run only whats to say that peapol who are making (or trying) to make future or what ever for gamestudio (so for everbody), should get alittlebit help.
But that is something, that always have two opinions.
That meens it would tack forever to talk about this.
And it`s not the right topic for this.
But maby somebody has an opinion, how to make a locomotion system.
We became one, maby somebody out there has an idea.



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