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AUM 46 Morrowing #156985
09/26/07 11:16
09/26/07 11:16
Joined: Jul 2007
Posts: 288
Germany, NRW
Martek Offline OP
Member
Martek  Offline OP
Member

Joined: Jul 2007
Posts: 288
Germany, NRW
Hi

in the Aum 46 is in Morrowing a function called avoid_obstacles.
I use this function in my Game. But the camera is shacking (I don't know the english word for ruckeln), when the camera is in the wall. How can I fix this???

Mfg, Pingulord


3D Gamestudio A7 Extra
Re: AUM 46 Morrowing [Re: Martek] #156986
09/26/07 18:06
09/26/07 18:06
Joined: Aug 2003
Posts: 2,008
Bucharest, Romania
George Offline

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George  Offline

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Joined: Aug 2003
Posts: 2,008
Bucharest, Romania
Do you have this problem with the level and code from Morrowing?

Re: AUM 46 Morrowing [Re: George] #156987
09/26/07 19:08
09/26/07 19:08
Joined: Jul 2007
Posts: 288
Germany, NRW
Martek Offline OP
Member
Martek  Offline OP
Member

Joined: Jul 2007
Posts: 288
Germany, NRW
No. I've made an own level and this is my code:

function camera_distance()
{
c_trace(player.x, camera.x, ignore_me + ignore_passable);
if(result == 0)
{
player.skill10 += 4;
}
else
{
player.skill10 -= 8;
}
}

The Camera only has problems, when it is IN the wall.

Mfg, Pingulord


3D Gamestudio A7 Extra
Re: AUM 46 Morrowing [Re: Martek] #156988
09/29/07 05:20
09/29/07 05:20
Joined: Aug 2003
Posts: 2,008
Bucharest, Romania
George Offline

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George  Offline

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Posts: 2,008
Bucharest, Romania
Did you try to use my (entire) code in your level?

Re: AUM 46 Morrowing [Re: George] #156989
09/29/07 09:08
09/29/07 09:08
Joined: Jul 2007
Posts: 288
Germany, NRW
Martek Offline OP
Member
Martek  Offline OP
Member

Joined: Jul 2007
Posts: 288
Germany, NRW
If made my code out of your. I only change the trace into c_trace and don't change the alpha chanel.

This is it:
function cam_dist_()
{
vec_set(temp.x, camera.x);
temp.z -= 50;
c_trace(player.x, temp.x, ignore_me + ignore_passable);
if(result == 0)
{
player.cam_dist += 1;
}
else
{
player.cam_dist -= 2;
}
}

I think it's the same as your code.

Mfg, Pingulord


3D Gamestudio A7 Extra
Re: AUM 46 Morrowing [Re: Martek] #156990
10/02/07 06:05
10/02/07 06:05
Joined: Aug 2003
Posts: 2,008
Bucharest, Romania
George Offline

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George  Offline

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Posts: 2,008
Bucharest, Romania
Your code will make the camera shake indeed. Try to use smaller numerical values (0.1 instead of 1, 0.2 instead of 2) and see if this fixes the problem.

Re: AUM 46 Morrowing [Re: George] #156991
10/02/07 09:06
10/02/07 09:06
Joined: Jul 2007
Posts: 288
Germany, NRW
Martek Offline OP
Member
Martek  Offline OP
Member

Joined: Jul 2007
Posts: 288
Germany, NRW
It works fine, but now the camera is so slowly, that I can see through the wall,
because it takes a long time to come the player.
And I wrote this function, because I want that the camera can't see through the wall:)

Mfg, Pingulord


3D Gamestudio A7 Extra
Re: AUM 46 Morrowing [Re: Martek] #156992
10/02/07 14:58
10/02/07 14:58
Joined: Aug 2003
Posts: 2,008
Bucharest, Romania
George Offline

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George  Offline

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Joined: Aug 2003
Posts: 2,008
Bucharest, Romania
The best thing to do is to study my code, understand how it works (there's an explanation in the magazine) and then write your own camera code. A painless alternative? Increase those numerical values a bit


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