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fubarpk
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Posted: 21st Feb 2019 22:33
sorry I had to get away from pc for a bit
fubar
puzzler2018
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Posted: 21st Feb 2019 22:34
Must admin procrastinating is not good... Cant get no jobs done
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fubarpk
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Posted: 21st Feb 2019 22:38
changing

helped nicely
fubar
puzzler2018
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Posted: 21st Feb 2019 22:45
You could even change it to 16x16 and still no issues - FPS

but reminds me of something? lol
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fubarpk
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Posted: 21st Feb 2019 22:49
might try that next but I have to get off the computer for a bit

the volcano thing might be good
fubar
puzzler2018
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Posted: 21st Feb 2019 22:50
I take my hat to NOTCH!!!

its bloody crazy how he thought about how he programmed that it helps other games


GENIUS!!!!!
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puzzler2018
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Posted: 21st Feb 2019 22:51
ok - spend some family time...
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puzzler2018
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Posted: 21st Feb 2019 23:19
Don't ever feel any project is important to things in life. This doesn't have tonbe finished yesterday. Take our time.. There are so many of us rush about like headless chickens. And fail in time. Take time to relax. Chill and give ourselves some peace
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puzzler2018
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Posted: 21st Feb 2019 23:24
If it helps look up

Dierdrata poem

Must get some sleep. Catch up soon

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fubarpk
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Posted: 22nd Feb 2019 02:28 Edited at: 22nd Feb 2019 02:28
Added soldiers Enjoy !!



http://users.tpg.com.au/subarpk/media.zip
fubar
chafari
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Posted: 22nd Feb 2019 10:27
@fubarpk The soldat looks really great ! ....but the image is huge ...2048*2048 . I Just changed the image size to 630*630 with just 826Kb and we can't notice the final quality . Imagine that we are going to have several images loaded .
I'm not a grumpy grandpa
fubarpk
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Posted: 22nd Feb 2019 15:40 Edited at: 22nd Feb 2019 16:14
Quote: "but the image is huge ...2048*2048 . I Just changed the image size to 630*630
"
Cool I was going to make it 512 * 512 to be a power of 2 but haven't yet

Edited just uploaded with the change
fubar
puzzler2018
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Posted: 22nd Feb 2019 15:43
These additions are very cool indeed - thanks

ok, my day is complete with work so now i will continue the map and texturing different areas depending on heights.

But a very well done here - a great addition
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fubarpk
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Posted: 22nd Feb 2019 16:00
Thanks, Il leave that to you
fubar
fubarpk
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Posted: 22nd Feb 2019 17:38 Edited at: 22nd Feb 2019 19:06
not sure where your at with it, so I do hope this doesn't mess up what you have done
but I did away with global heli, tank,heliblades,soldiers as integer[5] and opted for
global team1 as _side[] which now means it now can handle multiple soldiers, tanks,
helicopters etc as one side.




PSIf that messes up what you have done im happy to fix that.
i wasnt going to touch the code until you had finished your next bit
but thought it was better to use loops for moving the team around


That's it for me tonight/today

Oh and you will need the latest media as the soldiers were facing wrong
which meant the getforwarddirection vector was wrong

http://users.tpg.com.au/subarpk/media.zip

I always get my axis mixed up


fubar
puzzler2018
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Posted: 22nd Feb 2019 18:02
Thanks and no worries, im sure it wont affect the world map - ill make sure it wont...

I agree - sorry to put globals in - it was just fastest way way to get the code working quickly and to you by post here

I also agree that all models should be in a type array type of thing yes, cause we can have many variables inside the models structure to identify what they are doing..

Like in combat or settle,building modes and other A I stuff later in time.

So yeah great idea.

Ill let you get some rest

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fubarpk
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Posted: 22nd Feb 2019 18:08
hahaha its 430 am its coffee time lol I don't always sleep the best
don't worry about the globals that's fine tuning as one of the last steps

atleast now since i updated the soldie r(btw i edited that above again) he now
returns once off the screen to the bottom like he should. The getforwardDirection
vector function may also be used or similar to calculate the x and z movements
based on looking at armies base etc
fubar
fubarpk
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Posted: 22nd Feb 2019 18:40
Just wanted to say you do some fantastic work and solve difficult problems especially with your use of memblocks
I just hope I can follow your changes as often they seem beyond me, but following your code as it is developed helps

Keep up your great work and try not to let things phase you
fubar
puzzler2018
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Posted: 22nd Feb 2019 20:31
Wow thanks Fubarpk - thats a very welcoming. I'm just a logical thinker and like a challenge now and then with my work on memblocks, and is only acheivable if we just had a go and failed and
to bring that failure back to life with a promise.

I would not have acheived without the knowledge and experience of other guys here.

So we need to really need to congratulate all of ourselves really and we all deserve a pat on the back etc..

Programming is fun but more importantly very worthwhile and knowledge building of it..

We are all good in many ways of areas of programming, i just like to challenge myself
and it really helps to think that there are others that are helpers too one shape or form.

Thank you for your kind words but there is no need what so ever.

I hope the grown of this will help others too that need it




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puzzler2018
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Posted: 23rd Feb 2019 12:29
I think we very close now

Got the land heights on startup to be different and also added a tower with a different color



Got to fix the edges now - but thats because requires to have a larger virtual size map - say 1000x1000

That will be a little later today - got to do some other bits and peices now
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puzzler2018
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Posted: 23rd Feb 2019 13:24
For the world map - we could revisit perlin



ENjoy!
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fubarpk
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Posted: 23rd Feb 2019 13:48
looks great had to add my latest changes as the model changed hence also needs the latest media file
here it is with latest updates

fubar
puzzler2018
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Posted: 23rd Feb 2019 14:00
Cool too, thanks - I shall review it in a bit once got perlin and world map in place and then combine them together to make a new master
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fubarpk
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Posted: 23rd Feb 2019 14:04
Cool no worries at all
can you keep the perlin functions as separate function I know what they do they just do my head in lol
fubar
puzzler2018
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Posted: 23rd Feb 2019 14:13 Edited at: 23rd Feb 2019 14:14
We could take it out all together or not use it but only use it as a world generator app instead - this to create a perlin image.PNG file instead,loadingthe image in to build the world up

and use the PNG to load back into this



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puzzler2018
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Posted: 23rd Feb 2019 14:58
Attached the image to a plane object and positioned

Sorry to keep changing the frameSPR all the time - only trying different things to what sees fit


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puzzler2018
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Posted: 23rd Feb 2019 15:16
Have now applied the colours from the perlin image


Shall come back later - need a break.

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fubarpk
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Posted: 23rd Feb 2019 15:30 Edited at: 23rd Feb 2019 15:32
Looks good with the perlin colours
might be best to just use a height map and doing away with the raising and lowering options
ive been playing around with chafaris code for moving objects around the map as it is. And
used it to create this function




which does seem to work but the problem is when I rotate the objects locally ie like In the setup for
the tank and the soldiers they sit on the spot and freeze if I comment out the lines where they rotatelocally on y
they work quite well. I thought the objects had to face forward in blender that may be the issue because
perhaps it shouldn't be the y angle that they rotate around to face the direction. Getting the rotations
correct is important in our modelling software for both raycasting and move commands. Il have a look at it later


I do get my x y and zs mixed up sometimes espesh with AGKs angles
fubar
puzzler2018
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Posted: 23rd Feb 2019 15:39 Edited at: 23rd Feb 2019 15:43
Fabulous - i dont like the sound of not using the lowering and raising. thought populous what all about that - i we got rid of it and used the perlin height map as a base setup then what would
we do to stop enemies entering the good ones territory

i see what you mean about freezing soilders - ill take a look

here is the full snippet with that function added



You will need the perlin image

still lots to do on making it go through the world map 512x512 cause its just wrapping around itself at moment,

This will be next after some tea
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fubarpk
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Posted: 23rd Feb 2019 15:41
Am I crazy lol I just walked away from pc and realized ofcourse it wont move in xDir as the new function only moves zDir
Need some kind of simple formula that can be used cos still want the xDir and zDir values.
fubar
fubarpk
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Posted: 23rd Feb 2019 15:56
fubar
fubarpk
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Posted: 23rd Feb 2019 15:56 Edited at: 23rd Feb 2019 15:58



It needed this function got it sorted now will post update in a sec.


Sorry about the double post I was just typing out this and hit enter and it posted it instead of going to new line
fubar
puzzler2018
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Posted: 23rd Feb 2019 16:48
Hidden the edges

Replace buildworld with this function



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fubarpk
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Posted: 23rd Feb 2019 17:47 Edited at: 23rd Feb 2019 18:08
Latest
fubar
fubarpk
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Posted: 23rd Feb 2019 18:06 Edited at: 23rd Feb 2019 18:08
Cant use the setobjectlookat command with the way the map works as the maps movements are x based and not z based
have both methods of moving the armies. But using chafari's method for moving around the map only partially works
because of the lookat command which is commented out. I think if the map wasn't rotated that may fix that issue but atm
move object on x is forward

PS also you need the latest media file and changes as it wont work without it


anyway that's me done for tonight need a break
fubar
puzzler2018
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Posted: 23rd Feb 2019 18:19 Edited at: 23rd Feb 2019 18:20
Ok cool - you rest up now - you done great...

Ill take a look and potentially we can rotate the map so +Z is forward and -Z is backwards, -X is left and X is right, the map is blinded behind the frame anyway - so wouldnt matter or no one will ever see how the map is been constructed

Ill take some time to go through your bits and see if i can work something out too.

Ill also download the latest media (the last post that you put the link to)

Just use this as knowledge building and that nothing can be 100% perfect straight away - things take time to develop.
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fubarpk
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Posted: 23rd Feb 2019 18:26
Quote: "Just use this as knowledge building and that nothing can be 100% perfect straight away - things take time to develop."


yep like ive said before i get my x y and z mixed but thats what the problem was x and z were swapped in the building took ages to figure that out lol

not sure if the building has to be done
for z = 1 to 10
for x = 1 to 10
next
next
as its normal to read from left to right top to bottom at the end of each row


had similar issue with the meshcreator,




fubar
fubarpk
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Posted: 23rd Feb 2019 18:28
perhaps try a test code don't lose what you have

anyway chat later
fubar
puzzler2018
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Posted: 23rd Feb 2019 20:11
Maybe perhaps use something like this https://forum.thegamecreators.com/thread/223640 but ultimately using it not for the cameras position, but for each of the objects position

To get the premise of an idea of having collision areas around each team object and move the Y of that object depending on what object its hit and getting the height of that hit object and place the team object at that Y

I shall start with a fresh app using these ideas (including chafaris ideas ) tomorrow and see what i can come up with

im tired now, got a stinking headache, so going to chill for the eveniing
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puzzler2018
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Posted: 23rd Feb 2019 21:32
From when I saw Chafari's example, i think used the CreateHeightMap commands and gets the Y at any given location - which works very well.

Implementing that idea into this style of app..

Has any tried rebuilding / recreating a 16x16 height map to bring in new data from the 512x512 perlin image.

Or.

Create the heightmap as the full 512x512, but only viewing a really small portion of it on screen - we can do it this way and doing it this way will indeed take away the options of raising and lowering grounds- is this something we
really want to let go...


SHall have a look at this also tomorrow

Good night folks.
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puzzler2018
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Posted: 23rd Feb 2019 21:37 Edited at: 23rd Feb 2019 21:42
Perlin Gray Scale for the heightmap





Doing it the hightmap way will really stop us from allowing to raise/lower area - wouldnt be able to bomb anything either - which will be really dissapointing.

I like to just keep going on what we doing so far and making that work for now.... i know it can be tough to work out, but once its done and working well, then that would be a very rewarding personal challenge completed

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smallg
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Posted: 23rd Feb 2019 23:36
Quote: " I thought the objects had to face forward in blender that may be the issue because
perhaps it shouldn't be the y angle that they rotate around to face the direction. Getting the rotations
correct is important in our modelling software for both raycasting and move commands. Il have a look at it later"

don't forget AppGameKit has a command to reset the rotation of objects to any direction you like with FixObjectPivot( objID ) so you don't need to worry about changing it in blender or such.
life's one big game
spec= i5 4ghz, 16gb ram, Nvidia 1070ti gpu
fubarpk
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Posted: 24th Feb 2019 00:00
Thanks Cliff just easier in the 3d proggy

@puzzler looked at moveobject2 function and may be able to use the look at function something like this setobjectlookat(Obj,x#+(x*3),y#,z#+(z*2),0)
for the moment that's commented out and im using my old moveobject function
fubar
chafari
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Posted: 24th Feb 2019 02:14
Quote: "Doing it the hightmap way will really stop us from allowing to raise/lower area - wouldnt be able to bomb anything either - which will be really dissapointing."


Is there a way to write an image with a memblock ? .....if yes you could use a trick like this to raise up or down the terrain in a heightmap .




Complete example.
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fubarpk
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Posted: 24th Feb 2019 02:26
Thanks Chafari it works quite well
the problem is doing it in real time

puzzler and I worked on modifying a heightmap
https://forum.thegamecreators.com/thread/222027

There is two versions there
1>3D Modifying a mesh height in real time
2>An easier way to modify mesh

the 2nd method does it the same as yours but its not suitable for real time
but thinking it may be a good idea to revisit both examples
fubar
chafari
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Posted: 24th Feb 2019 02:36
I thought it was the same to Dbpro....I could modify in realtime an image an update in the terrain . Let say we have the hightmap.... we write to it with memblock and updat every time we make a change ...isn't that posible in Agk ??
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fubarpk
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Posted: 24th Feb 2019 03:03
not as far as I Know I believe you have to save and reload the image as heightmaps can only be set with loading an image
fubar
puzzler2018
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Posted: 24th Feb 2019 09:24
Thanks guys - been quite active here recently - let me digest everything discussed and come back in a bit
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puzzler2018
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Posted: 24th Feb 2019 09:49 Edited at: 24th Feb 2019 09:50
ok using inspriration from everyone

How about we use SetMeshMemblockVertexPosition at any given location with where the pointer is on the map



Press Space to up
press enter to go down

It doesnt use the pointer position - yet!! Just an example to work from

Lets see if those tanks and soilders can walk around it now

Using a predefined map - can be any height map to be fair
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puzzler2018
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Posted: 24th Feb 2019 10:13
Stop rushing Puzzler



We dont need to be gray scale - just a duplicated perlin map one in gray scale and color



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