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3 Dimensional Chat / Limbs on a single mesh?

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M00NSHiNE
21
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Joined: 4th Aug 2003
Location: England, UK
Posted: 5th Aug 2003 01:01
Can anyone tell me if, using Milkshape 3d, I could make a single mesh with no joins between limbs detect collisions?

Like for example could the arm of the mesh detect colission with a bullet, therefore triggering an "Ow you just shot me in the arm" animation?

Similar in a way to Soldier of Fortune, but i cant remember if those models were made up of seperate limbs or a single mesh.

Thanks in advance.
M00NSHiNE
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Posted: 5th Aug 2003 01:03
Sorry i forgot to mention, on DBC v1.13, not pro.
Arrow
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Location: United States
Posted: 5th Aug 2003 10:35
If it's not Pro, it'll have to be seperate objects, Classic can't handle Mesh Deformation.

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Van B
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Location: Sunnyvale
Posted: 5th Aug 2003 13:51
Just a quick note - with mesh animated models, the bone joints become limbs, so in DBPro you could detect which limb has been hit on a single mesh by calculating each bones (LIMB POSITION) position.


Van-B

My cats breath smells of cat food.
M00NSHiNE
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Posted: 5th Aug 2003 14:24
Would it not be possible to make a single mesh model and a model with limbs, hide the limbed one and detect 4 collision between the limbs of the hidden model - or would that be really slow?

"It's amazin' what you can do with a computer and access to t'internet"
M00NSHiNE
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Posted: 5th Aug 2003 14:35
Or could I make the single mesh, bone animate it and somehow detatch the limbs from the main mesh so they LOOK like a single, smooth joined structure but are really limbed, or woud i have to make bounding boxes for each limb manually or are there any ideas?

"It's amazin' what you can do with a computer and access to t'internet"
Shadow Robert
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 5th Aug 2003 19:32
possible ... but it'd be a bit hard to setup, simple to achieve but hard.

Van B
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Posted: 8th Aug 2003 13:36
Did I speak a different language or something!

You can get the position of each bone joint, you can get the position between each bone joints - a simple distance check with the limb positions and the bullet position will do the job for you. Why would you need a secondary limbed model when the data you need is already there?


Van-B

My cats breath smells of cat food.
M00NSHiNE
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Posted: 8th Aug 2003 14:03
I didnt know you could check bone joint positions in DBC

"It's amazin' what you can do with a computer and access to t'internet"
Van B
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Posted: 8th Aug 2003 14:42
Ahh, sorry mate - did'nt realise you were using DBClassic. You would'nt want to use single mesh models in DBC, simply because you can't animate them. I suggest making do with limbed models - at least you can destroy limbs etc like in SOF. If you add elbow and kneepads to your characters, it does improve the look of limbed models because the elbows and knees are usually the bits people notice imperfections in.


Van-B

My cats breath smells of cat food.
M00NSHiNE
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Posted: 8th Aug 2003 15:43
Thanks Van B.

You know, Im really starting to get bugged by the limitations of DBC that i never knew existed. No wonder I could never finish anything I started!

When do you think DBPRO will be stable enough to use? If I buy it now, at least I could grasp the basics of the new structure.

And by the way, if theres any advanced c++ style programmers reading this, could you tell me what lookup tables are? ( i dont do c++ but i wondered if they are gonna be put into DBPRO.)

I read something about them storing rule based data, such as those in sports games.

"It's amazin' what you can do with a computer and access to t'internet"
actarus
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Posted: 8th Aug 2003 15:52
When do you think DBPRO will be stable enough to use?

The short answer is never... j/k

Still,I have yet to see a product made in DB/DBP sell more than 5000 units(or even 1000) but that's another story as the games who sell are probably not even displayed here(why would they?)...

If I've seen it all before,why's this bus taking me back again? @_@
WindTech
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Posted: 10th Aug 2003 19:10
Quote: "And by the way, if theres any advanced c++ style programmers reading this, could you tell me what lookup tables are? ( i dont do c++ but i wondered if they are gonna be put into DBPRO.)"


Haha...DBP...using look ups *WHAHAHAHAHAHAHAHAHAA*
*hrm* anyway...look up tables are used to determine results with pre-calculated answers. Its like an excel document with loads of data waiting to be called via conversion equations. For instance, rather than having "Rotate 15 degrees" you could put "1" thru the table, and have "15 degrees" come out. Its just a better and more efficient way of storing data; also makes it easier to look at.
Theres another type/definition/use of look up tables but I assume that was the one you were talking about... It can actually be emulated quite nicely using arrays if you wish.

Live as if to die tomorrow...
Learn as if to live forever.
M00NSHiNE
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Posted: 10th Aug 2003 19:23
Oh alrite thatnk for telling me that. Glad I amused you heheheh.

If arrays do it then they can be used and thats rete by me (rete=right for non-northeners)

"It's amazin' what you can do with a computer and access to t'internet"

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