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AppGameKit Classic Chat / Chafari Tricks

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fubarpk
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Posted: 24th Jan 2019 00:29
Great Gun Chafari
and its always a good challenge to create models from code
but i been thinking if your making such good low poly models (ie i thought the gun was great)
perhaps you should save the objects as an obj with the mtl file after its been run, this might
make the model more likely to get used by other people from the TGC community. Good low
poly models can be hard to get a hold of suitable for many projects. Just a thought, i kinda
figure your style is kinda like ide expect kenney to produce
fubar
chafari
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Posted: 24th Jan 2019 01:53
@Xaby thanks for the video good tutorial .
@fubarpk Thanks mate. About exporting to .Obj here's the code . I can save aswell the Mtl but that is for tomorow if I can . The model must be Uvmapped first and need a bit more work unless we apply projected texture as in my example above .

Enjoy !

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fubarpk
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Posted: 24th Jan 2019 06:47
Thanks chafari worked well I went to upload the changes after removing duplicate verts and making a box uvmap
but was having issues not sure if it was classic ftp or my host website, but it wasnt working. But your model is great
it didnt reall need duplicates removed i just did that out of habit as i did that with the tracks for KrazyGrandPrix which
effectively halfed the vertex count.

fubar
chafari
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Posted: 24th Jan 2019 11:22
@fubarpk Thanks ... To export Obj without duplicated vertex, we have to make manualy the boxes triangle by triangle, thing that I have already done . The bigest problem is to automate the whole process as we don't know which vertex correspont next....that's ok when we export manually but it is a hard work.

8- Dirty Glasses Here's a way to blur screen without shaders.




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puzzler2018
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Posted: 24th Jan 2019 12:33
Looking forward to giving this a go tonight
chafari
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Posted: 25th Jan 2019 18:15
Hi there . It is time I get rid of smoking


9- Smoke



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puzzler2018
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Posted: 25th Jan 2019 18:43
Oh my - they are both really good effects in a short amount of code- Great work as always

chafari
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Posted: 25th Jan 2019 20:15
Thanks puzzler . I will come with something new soon .
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chafari
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Posted: 25th Jan 2019 22:44 Edited at: 25th Jan 2019 22:50
Hi there. Inspired by KRAZY GRAND PRIX code, I have decided to convert one my old Dbro codes . Road Creator.

To work with this programm we have to do so:
Press Spacebar to go ahead.
While moving, we can turn left/right with a/d key
We can see the result in every moment pressing Ctrl key
We have to fly around with cursor and mouse to see the road growing little by little

When our road is ready ....no before ...we can save the model pressing Alt key. The model Will be correctly mapped ready to go

Here some pictures.


We can start building the road and render chunks when we want .


Then we can coutinue with the road until the road is finished


Here's the road finished .


And here ...the code



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fubarpk
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Posted: 26th Jan 2019 00:11
That's pretty neat Chafari

.
fubar
chafari
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Posted: 26th Jan 2019 00:21 Edited at: 26th Jan 2019 00:22
Thanks fubarpk I'm glad you like it .

Here's un update to avoid some vertices mismatches.





And here an example of a road . Driving like crazy without IA .




Here the whole project if you want to test .

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puzzler2018
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Posted: 26th Jan 2019 00:29
im still struggling to find road.png so dont know how others got it working
puzzler2018
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Posted: 26th Jan 2019 00:31 Edited at: 26th Jan 2019 00:33
OpenToWrite ( 1, "raw:d:\agk2\road creator\media\road.obj", 0 )

Forget me - im tired

Maybe not - dannng - where is road.png
chafari
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Posted: 26th Jan 2019 00:35 Edited at: 26th Jan 2019 00:37
Yeah ....I forgot to mention that you have to change the path .


It is in the rar file ....any way here's the image .




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puzzler2018
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Posted: 26th Jan 2019 00:38
I didnt extract properly - too tired
chafari
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Posted: 26th Jan 2019 00:39
puzzler ..Do you need any other file ??
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Golelorn
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Posted: 26th Jan 2019 00:40
That's awesome.
chafari
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Posted: 26th Jan 2019 00:42
@Golelorn Thanks mate !
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puzzler2018
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Posted: 26th Jan 2019 00:43 Edited at: 26th Jan 2019 00:44
No, it bloody looks very clever and sound to me now extracted right

Genuis....

Blloody astoundingly awesome 1000 times..man where you been ?
chafari
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Posted: 26th Jan 2019 00:45 Edited at: 26th Jan 2019 00:46
Thanks puzzler....I have been here...in the TGC forum all the time .


Atached the rar file again with every thing inside (I hope )
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puzzler2018
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Posted: 26th Jan 2019 00:48
I know bud - your work is astonishingly astounding. Great revamps from DBPro...
chafari
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Posted: 26th Jan 2019 00:51
Thanks mate ....I have a lot of code to translate to Agk that could be useful for someone !
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chafari
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Posted: 27th Jan 2019 12:32
Hi there. This is not exactly a trick but just a funy wheel animation .

10- Wheel animation


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puzzler2018
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Posted: 27th Jan 2019 12:39
Hi

You always seem to stop me in my tracks with your developments.

Again

A nice wonderful peice of animation code here

Keep going strong - always love to see what you make next...

Great work as always
chafari
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Posted: 27th Jan 2019 12:54
Thanks puzzler I'm glad you like it as I like your works .
More coming soon !
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fubarpk
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Posted: 28th Jan 2019 04:33
Thought you may be interested
https://www.voxedit.io
fubar
chafari
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Posted: 28th Jan 2019 11:44
Thanks fubarpk.....looks good...I will test it when I get home.
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chafari
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Posted: 1st Feb 2019 21:32
Hi there

11- Lid off Cylinder ... an easy way to play with cylinder primitive .





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chafari
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Posted: 2nd Feb 2019 13:50 Edited at: 2nd Feb 2019 13:51
Hi Today I came up with a Tube Creator....I know that everyone can get a nice tube from free programm out there, but it was a challenge long long ago that I made with Dbpro and convertec to Agk.

12- Tube Creator.




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puzzler2018
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Posted: 2nd Feb 2019 13:55
Wow - those last two are awsome as always - Thanks Chafari for sharing
chafari
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Posted: 2nd Feb 2019 13:58
Thanks mate .
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fubarpk
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Posted: 2nd Feb 2019 19:07
looks good
fubar
chafari
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Posted: 2nd Feb 2019 23:06
Thanks fubarpk . I made an update, where the exported .Obj reduces the amount of vertex and faces . The program works scaling the lid hidden vertex to 0,0,0 to get rid of them but we really don't need them when exporting to .Obj . Now the same tube that the programa save before with 1536 vertex and 512 faces is just 768 vertex and 256 faces .Super !


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Rick Nasher
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Posted: 3rd Feb 2019 09:13 Edited at: 3rd Feb 2019 09:17
Pretty cool. Could be used to create tunnels I guess.
Would make a another nice addition to the road creation system or to fubarpk/blink0k's vehicle examples.
fubarpk
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Posted: 3rd Feb 2019 10:05
Quote: "Would make a another nice addition to the road creation system"

It would but the problem is it would need its collision set to compund and add shapes accordingly
or perhaps if it was cut into four pieces (cross section) and those pieces were used for collisions
that might work.

i have an example of one of those clown games where you drop the balls into the mouth of clown
that uses the compund shape principle
fubar
chafari
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Posted: 3rd Feb 2019 12:33 Edited at: 3rd Feb 2019 12:33
@Rick Nasher Your suggestion seems good . Here's an image and a bit of code to test





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puzzler2018
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Posted: 3rd Feb 2019 12:38
Excellent - without looking at the code, i think you did it like

Create a plane (which will be the landscape land)

and a non culled cylinder with no top of bottom and positioned half way through the plane creating the illusion of this

Awesome

Ill take a look at code a little later after dinner
chafari
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Posted: 3rd Feb 2019 12:42
lol It is not an optical effect, but a tunnel on a road
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Rick Nasher
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Posted: 3rd Feb 2019 23:23
Hehehe. That's what I meant exactly.
chafari
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Posted: 7th Feb 2019 10:13
Hi there ....I've been a little busy this days .

Here's a little snippet showing how to animate grass .


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Rick Nasher
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Posted: 7th Feb 2019 14:49
Couldn't believe this was all procedural!
You are a wizard.
puzzler2018
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Posted: 7th Feb 2019 19:43
Now that is a really super trick and doesnt bite the FPS either.

You ok if I convert this one to meshmemblock and see how a small chunk area is effected


chafari
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Posted: 7th Feb 2019 21:03
Thanks guys for your feedback. I did this with separated planes in order to animate them.

Ok puzzler use it as you need.
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puzzler2018
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Posted: 7th Feb 2019 21:07
Its is a 20 ish code liner - i dont know how you do it...you learnt AppGameKit very well
chafari
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Posted: 7th Feb 2019 21:13
I don't know if there was one day a 20 lines thread in Agk...that would be great
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puzzler2018
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Posted: 7th Feb 2019 21:19 Edited at: 7th Feb 2019 21:21
There was once upon a time an AppGameKit Code Challenge thread made by Phealax once upon a time.

Maybe bring that back to life

I really dont have time to anything like this though - ive made a few projects for 2019 which i need to concentrate on - which is maybe is didnt continue cause others are busy too
puzzler2018
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Posted: 7th Feb 2019 21:42 Edited at: 7th Feb 2019 21:43
Converting any mutiple objects to a mesh is straight forward

but its the rotations that now got to work out. which is fine too

We just need a multplication matrix for the X, Y and Z and unknown dimensions

Unknown been a 4th Dimension of such object

I have got the material somewhere

If want to know the multiplication matrix's this then give me a shout
chafari
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Posted: 7th Feb 2019 22:12
I've been trying to export animation and somehow I did it but in .x format as .Obj has no animation. We can save animation such as position rotation an scale ....no doubt in Dbpro it is much easier to achieve
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puzzler2018
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Posted: 7th Feb 2019 22:15
If everything is so much easier in DBPro - I did look into it during my Blitz Basic days - but why was is distinguished
Ortu
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Posted: 7th Feb 2019 22:17 Edited at: 7th Feb 2019 22:26
32bit windows directx 9 only

Not everything was easier, but 3d often was. Agk has gotten much better with 3d but took a long time to catch up. Agk text and arrays are loads better for instance

Most dbpro code can very easily be converted now and there is a lot to learn from existing dbpro code that has previously tackled problems and questions agk users are encountering all over again
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.

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