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Re: Build level problem [Re: aderal] #110561
02/05/07 16:38
02/05/07 16:38
Joined: Mar 2002
Posts: 7,726
old_bill Offline
Senior Expert
old_bill  Offline
Senior Expert

Joined: Mar 2002
Posts: 7,726
Well, I think the best way how to start would be the tutorial at the download page.

But for the edges, it looks like yours are alinged like this:

__|------
| |------
| |
| |

But they should be like this:

|---------------
|---------------
| |
| |

This will reduce the portal count almost by half if you apply
this to all of your edges.


Success is walking from failure to failure with no loss of enthusiasm.
Re: Build level problem [Re: old_bill] #110562
02/05/07 18:11
02/05/07 18:11
Joined: Jan 2007
Posts: 7
A
aderal Offline OP
Newbie
aderal  Offline OP
Newbie
A

Joined: Jan 2007
Posts: 7
I only told that I have problems witch technical language but not witch 3dgs (maybe a little but I learn fast)

EDIT
I cant understan one think: why I can build download levels witch many more portals that I have ?? That is strange for me.

Last edited by aderal; 02/05/07 19:08.
Re: Build level problem [Re: aderal] #110563
02/05/07 19:58
02/05/07 19:58
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
User
demiGod  Offline
User

Joined: Mar 2006
Posts: 752
Portugal
I think the way you are trying to implement the level will not work.
First thing you will have a terrible work placing by hand all those block walls and without no control at all, for example creating new levels.

Second, you will have problems with portals and blocks gaps i think. I can give you two different ideas to implement the level however i never tried none of them, and probably there are better ways to do that:

1) Create basic segments with diferent sizes as models (mdls) or maps (wbms), and then place them in the level dynamicaly, using a function and eventually randomly. Dont ask me for that function cause i never made it, but this way you could create different levels. For this idea you will basicaly need a game editor;

2) This second idea possibly can be stupid cause i never tried, but you see, if you create a heightmap in photoshop or gimp, i mean, the background black (lower value, will be the floor) and in the upper layer make the design of the walls of the labyrint in a grey color for example (more bright equal higher walls) and then import that heightmap into MED, texture it and save as HMP or MDL. Set my.polygon = on in order to have precise collision detection;

Well, these are two simple ideas
Hope it helps in some way, and good luck because i thing you will need it

Re: Build level problem [Re: demiGod] #110564
02/06/07 00:19
02/06/07 00:19
Joined: Jan 2007
Posts: 7
A
aderal Offline OP
Newbie
aderal  Offline OP
Newbie
A

Joined: Jan 2007
Posts: 7
Hmm, first idea is realy cool and I think I will write a code to this.

I am very happy that u give me solutions that u nerver done before
Its like "hey dude, u have a problem ?? so do this and this, it will help but i dont know how to do it an i never try it before"

But the ideas are great (especialy especially first one )

Re: Build level problem [Re: Darkrider] #110565
02/06/07 08:13
02/06/07 08:13
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
Senior Expert
Michael_Schwarz  Offline
Senior Expert

Joined: Aug 2003
Posts: 7,439
Red Dwarf
Quote:

Hey,
when I try to build my level......... well this is what it says

WMP to WMB Compiler v6.355 (WMB6) [CPUs:1]
-----CRITICAL ERROR-----
Separator '(' missing, line 146
press any key

I'm not sure how to fix this so can anybody help??

..........If you haven't notice I am also new at this so feel free to reply.




looks like you're using a texture with an invalid name

Last edited by Michael_Schwarz; 02/06/07 08:13.

"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: Build level problem [Re: Michael_Schwarz] #110566
02/06/07 10:21
02/06/07 10:21
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
User
demiGod  Offline
User

Joined: Mar 2006
Posts: 752
Portugal
Quote:


Its like "hey dude, u have a problem ?? so do this and this, it will help but i dont know how to do it an i never try it before"





Thatīs why i really like these forums, people here are so fun

Well aderal, i didnt said that i dont know how to do it, i said i never try it before, its a little different

Because you were so funny i will share a simple code that probably could helping you start. This code simply creates dynamicaly the number of entities you want and in the positions you define in the array. Its a very simple code and you need to change to your needs and make improvements:

Code:

// you are creating so far 20 entities with x,y,z coordinates in array
var startBoxRegionPos[60] = -1536,4096,20, -512,4096,20, 512,4096,20,
1536,4096,20, 2560,4096,20, -1536,3072,20, -512,3072,20, 512,3072,20,
1536,3072,20, 2560,3072,20, -1536,2048,20, -512,2048,20, 512,2048,20,
1536,2048,20, 2560,2048,20, -1536,1024,20, -512,1024,20, 512,1024,20,
1536,1024,20, 2560,1024,20;


var boxRegionHandle[21];
var boxRegionIndex = 0;
var boxRegionCount = 0;
entity* tempBoxRegion;
define _boxRegionID, skill99;
entity* boxRegionPtr;

function createBoxRegions()
{
while(boxRegionindex < 60)
{
boxRegionCount += 1;
temp.x = startboxRegionPos[boxRegionindex];
temp.y = startboxRegionPos[boxRegionindex + 1];
temp.z = startboxRegionPos[boxRegionindex + 2];
tempboxRegion = ent_create ("boxRegion.mdl", temp, initBoxRegion); // create
tempboxRegion._boxRegionID = boxRegionCount; // save Id in the skill
boxRegionHandle[boxRegionCount] = handle(tempboxRegion); // handle array to
boxRegionIndex += 3;
wait(5); // time between each entity creation
}
}



Re: Build level problem [Re: demiGod] #110567
02/06/07 10:54
02/06/07 10:54
Joined: Jan 2007
Posts: 7
A
aderal Offline OP
Newbie
aderal  Offline OP
Newbie
A

Joined: Jan 2007
Posts: 7
Thx very much dude. U are realy generous
BTW sometime thats program (3dgs) makes me realy mad it is the same like when I have to fix the SQL problems in my website.

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