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DarkBASIC Discussion / Magic World and Object Collision

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Hop a long
21
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Joined: 12th May 2004
Location: The Code Dump
Posted: 13th May 2004 05:49
Has anyone has success detecting collision with an object loaded into a Magic World Terrain? I can "walk" over mountains and down
valleys but, I also walk right through any model I load in to the
world.
nuclear glory
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Posted: 13th May 2004 10:00
We had users successfully use our collision DLL for Magic World. They just modified the level loading file to feed the information to the collision DLL.

It's posted on our forums at:
http://www.nuclearglory.com/php-bin/members/forum.php?siteCode=1§ion=posts&boardid=10&topicid=44

Hope that helps.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
BearCDPOLD
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Location: AZ,USA
Posted: 13th May 2004 10:06
The way MagicWorld works is it keeps track of the objects placed and loads them separately. When they are loaded they are put into an object number just like when you use LOAD OBJECT. You just need to find which objects are which and go from there.

Crazy Donut Productions, Current Project: KillZone
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Hop a long
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Posted: 14th May 2004 05:12
Thanks guys. I appreciate you're lending me a hand nuclear. A trip
to your site sounds like a must. Bear Crazy your clue about how
MW organizes its loaded objects has me hoping I'll be crashing into
everything before long. This I've got to try.
bibz1st
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Posted: 14th May 2004 19:08
Hop a long
did you manage to get your collisions working?
rob
Hop a long
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Posted: 15th May 2004 22:53
Hi bibz1st. Thanks for asking. As a matter of fact I was able to get some basic crack ups going. It was much easier then I thought. And as usual the difficulty came from going about it the wrong way. I was just driving the camera a round. Once I made even a simple player, I was bumping into objects I loaded in a Magic
World terrain with out even trying. Next I'll try using the return value from OBJECT COLLISION() to identify them. Do you have any suggestions? I'm all ears.
bibz1st
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Posted: 16th May 2004 14:53
that person on the NG forums was me,
how did you get yours working?
I had a nightmare at first trying to get my MW level working properly, I am using planes to build my entire level ( it is a virtual town, using photos textured onto planes ) have you tried using planes at all? it's ok until you start rotating and scaling them and thats where my problem lay, although it is sorted now.
I havent really tried using anything but basic collision detection with the DLL but it looks simple enough to detect what your colliding with, going off the help file that comes with the DLL.
I only really wanted proper sliding collision and thats why I bought the DLL but obviously it is capable of much more which I will probably use in the future.
Hop a long
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Posted: 16th May 2004 17:34
Hi bibz1st
Wow! Sounds like you're really into it. I believe you are further down the road than I. I'd like to hear more about your town lay out.
It seems to depend on the use of Nuclear Glory's DLL. I have more humbler goals at the moment. I wanted to load Magic World geometric
primitives and detect collisions with them. With Bear Crazy's scoop
I was able to do it. If this would be of interest to you I'll post the few lines of code involved.
bibz1st
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Posted: 22nd May 2004 19:04
here's what I have done...
1.grabbed an aeriel photo of my town off t'interweb.
2.fired up MW and textured photo onto a matrix.
3.for each shop/building front I made a plane and positioned,scaled and angled it to match position/scale and angle on matrix.
4.added a skybox.
although I initially used a matrix, I have since used a textured plane for the ground but it's the differing ground heights around the town that bother me, a matrix may eat up too much performance especially if its got a lot of tiles which I think it needs to make it smooth.
also a couple of buildings may be made in a 3d modeler and textured in lithunwrap so that they are more solid, I would like a bit more control over movement,scale and angles in MW

thats about it really, I'm still working on it so it may be a while before it's finished.
rob
nuclear glory
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Posted: 22nd May 2004 22:17
Someone just recently posted the completed form of the Magic World load function using our DLL. The intent of the post was to allow people to just copy/paste into their game.

It's worth a look anyhow.

http://www.nuclearglory.com/php-bin/members/forum.php?siteCode=1§ion=posts&boardid=10&topicid=86

I don't want to harp or anything, but I thought a code block geared more toward "copy/paste" might be useful to you all.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com
Hop a long
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Posted: 23rd May 2004 03:22 Edited at: 23rd May 2004 03:44
Hi Bibz
Thanks for the low down on your project. Sounds very interesting. Unfortunately, I don't remember where but I recall a post about someone trying to use DB to render a historic site. This was then going to be included in the location's visitor center. I imagine you will use Static Objects to reduce the computational load. Depending on the need for detail you might use rectangular solids to map with the building skins. Maybe transparancy will help with the irregular outlines of the roofs. With a topographical map of your area you'd have a guide to the elevations. The large ground plane you've built could be selectively subdivided in your 3d app.
You'll get smoother slopes where you need them i.e. streets while
other areas hidden by buildings can remain low poly. All in all a worth while project.
Oh almost forgot, I can see why you needed the DLL. The town wouldn't look realistic if the streets were all aligned at right
angles. I found that the geometric primitives in MW were not properly detected if scaled or rotated. But I could work around the scaling by paying attention to how much I scaled. 50% is 50, 250% is 250 etc. These values where then used to enter the correct parameters in the MAKE OBJECT COLLISION BOX command.
Be Well,
BearCDPOLD
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Posted: 24th May 2004 08:47
Bibz,
A program I particularly like for terrain was made by the same guy who did MW--Total Terrain. You just need a program like Milkshape that can take the heightmap and convert it to a 3d object. Just look on the site where you found MW and look for Total Terrain version 1.x setup file.

Smoothest terrain you'll ever see.

Crazy Donut Productions, Current Project: KillZone
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Mr Tricks
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Posted: 26th May 2004 00:24
Why thanks Bear Crazy Donut!

You'll find it (version 1 and 2) at http://www.robinking.com/allseeingi

Robin King
All Seeing i Software
www.robinking.com/allseeingi
BatVink
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Posted: 26th May 2004 19:19
I'm using MW and NGC for my project.

I find Magic World a bit cumbersome at times, but manageable. I use MW boxes for waypoints, and make a note of the object numbers. I puyt these in an ini file and read them in for my collision setup routine.

I don't use matrices, I basically use MW for positioning and loading meshes. I have a long way to go yet, and I'm interested in any more comments anyone has.

BatVink
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Hop a long
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Posted: 28th May 2004 01:33
With out a matrix I guess there is no terrain. Are you making a space game? I'm a beginner. I've heard of waypoints, but don't know what they are for. How do you use them with collisions? And how do they figure in a game?
bibz1st
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Posted: 28th May 2004 20:55
I already have TotalTerrain but not Milkshape, anyone know of other free heightmap converters, I suppose I could just look on Google.
Hop a long
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Posted: 29th May 2004 04:33
Maybe you'll be interested in this:
http://www.planetside.co.uk/terragen/
BearCDPOLD
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Posted: 29th May 2004 10:37
Terragen would probably work best for creating textures for skyboxes/spheres.

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