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DarkBASIC Discussion / Collision Detection with DeleD Editor Levels

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Hop a long
21
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Joined: 12th May 2004
Location: The Code Dump
Posted: 9th Dec 2004 00:56
DeleD is great. So easy to use and the results look wonderful. I'm using DBC and have a problem. I wrote Jeroen but he suggested I post the question here. I can only detect for collisions if I load each object of the level one at a time. If I save the whole level together as a single X file I detect only one object. Has anyone had success loading a level as a single file and what code did you use.

Hop A Long
Ali M Oldboy
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Joined: 6th Nov 2004
Location: England, UK
Posted: 9th Dec 2004 16:34
Have you tried setting collision on all the objects?


N U K E S O F T :: Explosive Games :: http://www.geocities.com/nukesoft0
Game Freak10K
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Joined: 29th Apr 2004
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Posted: 10th Dec 2004 00:50
Have you tried using the NuclearGlory Collision dll? Its perfect for collision detection in Deled based levels and its not all that hard to use.

Comics and Games-Bread and Butter.
Hop a long
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Location: The Code Dump
Posted: 10th Dec 2004 06:24
Thanks guys I appreciate the input 'cause this one's got me stumped.

Nuke:I need a little more detail. Do you know what variables DeleD assigns to the objects? Are they numbers like DBC? Magic World does that. The first object you make can be referenced in a command by 1 and the rest follow. Would you have a snippet handy?

Game Freak: No I didn't think of NGC. Its sounds like it works for you. Do you use DBP or DBC? Do you know of any tuts for working with DeleD levels.

I'm surprised there is not much chatter in the DeleD forum nor here about the Editor. It seems very good. Maybe the way to use it with DB keeps people away.
bibz1st
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Posted: 11th Dec 2004 00:26
hop a long,
how do you place a texture on an object without it tiling the texture
Hop a long
21
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Joined: 12th May 2004
Location: The Code Dump
Posted: 11th Dec 2004 06:31
Uhhhhhh? Not that I can do it, but do you mean:
(1) Texture a single poly/face
or
(2) Use one Texture on a selected group of polys/faces?
Feugsy
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Location: Australia
Posted: 11th Dec 2004 18:39
hey i had the same problem! i know and it only sets object collision on the last object you placed. its annoying

Timespliiters 2 rocks!
bibz1st
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Posted: 11th Dec 2004 22:17
if I make a simple texture, say, a letter "Z" in PAINT then texture a plane in DELED with said image, instead of there being just one big "Z" on the plane I get loads of little "z" i.e "tiling" Do you know how to do what I want?
perhaps I should really ask over at DELED's forum
Jobyman
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Posted: 12th Dec 2004 08:10
you have to use the "Set object collision to polygons" command, or you can do it the tedious way which is much faster and more efficient. jsut takes a while to code, you can read the deled file and store the data in an array in your game. To find out the format documentation you can ask Jeroen.

Everyone is a comedian...
Game Freak10K
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Posted: 12th Dec 2004 08:27
I use DBC (P.I.T.A). I havent seen any Deled tuts anywhere, I was thinking of making one but.........

Comics and Games-Bread and Butter.
Hop a long
21
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Location: The Code Dump
Posted: 12th Dec 2004 12:46
Sorry Guys...Must of Dozed Off
No really, I got caught up in xXMASONXx's post. I've been dieing to try some of Emperor Baal's 3D Math Collision routines. That post was an itch just waiting to be scratched.

Now Gents so as not to step on anyone's feet responses are in order:
(1)Feugsy let us both hang our head in shame. Jobyman just raised
the bar. By the way I like your logo.

(2)Bibz1st Can do. Will get back with a screen shot and
instructions. How are things going with Magic World? Have you
finished your city model?

(3)Jobyman Sounds like the inside scoop. You have supplied two
options and I'm doubly grateful. I didn't realize you could
look under the hood.

(4)Game Freak10k Nice to see a familiar face. (P.I.T.A.)???
If you ever do that tutorial, I hope you'll post a notice and
let us all know.
bibz1st
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Posted: 13th Dec 2004 00:30
hop a long,
I still find MW easiest to use although if I can get the texturing right I might just change to DELED.
Quote: "How are things going with Magic World? Have you
finished your city model?
"

well its almost finished (can anything really get finished) but its hardly a city, just a small Lancashire town centre, there have been some issues with speed but I think I've reached a compromise.The biggest problem I have is, do I use a matrix which I find a bit of a pain to work with, or just a flat PLAIN for the floor which is a lot easier but has the disadvantage of no slopes or inclines, I can use more PLAINs to make the slopes but rotating objects on anything other than the Y axis is also proving difficult (something to do with euler angles or something) and I need help to do that and implement it in MW.The only other thing thats stopping me from finishing it is the fact that shops keep shutting down and new ones opening up so I have to take more pictures, anyway, onward and upward.
Game Freak10K
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Posted: 13th Dec 2004 02:44 Edited at: 13th Dec 2004 02:47
Pain
In
The
A$$
But ill be damned if I can do better than TGC! Cheers Lee, you deserve a pat on the back and an extra Grand in your pocket!

Comics and Games-Bread and Butter.
Hop a long
21
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Joined: 12th May 2004
Location: The Code Dump
Posted: 13th Dec 2004 08:53 Edited at: 13th Dec 2004 09:05
bibz1st

I know what you mean. Time marches on but if it takes something we like, we'd rather it stood still. As per your request heres that info about tiling:
Check out the View button below to the right. I used the stained
glass texture in DeleD. The size is 128x128 pixels. The texture size is the first key.
(1)Set up your grid so the major lines are this far apart. Drag
out your rectangle to the texture size.
(2)With the texture assigned, no tiling should be evident. If the
image is not centered, move the rectangle in the appropriate
view. It will be as if looking through a hole at a pattern
below.
(3)So far so good. Now the second and last key. Bring up the
object's properties. Change the AutoUV entry from True to
False.
(4)Being careful to maintain the correct ratio, the rectangle can
now be scaled to the desired size. (The image with four tiles
began as a rectangle four times the image size.)

That's all there is to it.
Be Well, Hop A Long

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