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3 Dimensional Chat / Camera Collision and other stuff not working on my object

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TinTin
18
Years of Service
User Offline
Joined: 16th May 2006
Location: BORG Drone Ship - Being Assimilated near Roda Beta (28)
Posted: 4th Jan 2025 00:28
Hi Guys
I'm posting this all over the TGC forums in the hop that someone may be able to advise me what may be the solution.

I have created a 3D model of a shipping container in .3ds format with double doors on each end and corrugated sides, top & bottom plus a particle board floor (It looks good, if I do say so myself!) this is a test object for a project that I'm currently working on, that I'll recreate a more detailed object for.

I'm having some trouble with this object that I hope someone may be able to help me solve.
It may be worth mentioning that I'm using Dark Basic Professional as my programming environment (Which has sadly run out of support by TGC!)

1st , collisions aren't working, I can manoeuvre the camera through the sides of the container instead of just via the open doors at each end (I intend using this to restrict movement between different sections)
2nd, there appears to be light leaking in through the joints along the container edges (see attached image, just inside top of door along roofline?)
3rd, Shadows are intermittent, although shadows can be seen in the attached image, sometimes they don't exist!
4th, Object colour is also intermittent, The outside is meant to be a blue shade but as the attached image shows occasionally displays as white!
5th, Corrugations appear to be smoothed even though the are all independent polygons or (4-points 2 triangle surfaces used to make independent rectangles all positioned together), each adjacent polygon contains duplicate points not shared points.
6th, Missing Texture on floor, The floor is supposed to be textured with a particle board texture but isn't! I've use Texture Limb command but it doesn't apply the texture, it just changes the floor colour slightly, I've modified the UV to no avail!

The container is made from double skinned polygons i.e. inside faces & outside faces (filling between ends of these faces with has no effect!)
The collisions have never worked, but oddly running the compiled project produces all the other results randomly .
Any Ideas, and I know DBP is outdated


Any Help, pointers to help, ideas You know the drill!

Thanks Alan

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ando
5
Years of Service
User Offline
Joined: 21st Feb 2020
Location: Australia
Posted: 7th Jan 2025 05:57
I did not get in to Dark Basic but I wish I did 20+ years ago.
I'm using AGKS and for 3D models I use Milkshape3D. What 3D software are you using?

In point 5 you say "each adjacent polygon contains duplicate points not shared points".
I wonder if you weld those points (vertices) together so they are shared, then maybe that will stop the light bleeding through. (point 2)
BASIC appeared in May 1964. Lightning flashed, the wind roared and the Earth moved.
And nine months later I was born.
So here I am.
I am Basic.
Code is in my genes.
ando
5
Years of Service
User Offline
Joined: 21st Feb 2020
Location: Australia
Posted: 7th Jan 2025 07:38
You might already know about this stuff....

For collision shapes, sometimes it can be a good idea to make a simplified
version and if mobile then apply the movement or physics to the
simplified shape (that is set invisible) and just tell your pretty model to
be at the same location and rotation of the simple shape. That usually
helps collision systems to work faster and smoother.

Here you can see the simple shape that is being controlled by keyboard or
mouse etc. Just tell the real 3D model to stay with it every time through
the loop.
Thought that might be worth a mention.

BASIC appeared in May 1964. Lightning flashed, the wind roared and the Earth moved.
And nine months later I was born.
So here I am.
I am Basic.
Code is in my genes.

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