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FPSC Classic Product Chat / [IDEA] Chain

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jeffhuys
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Posted: 25th Jul 2007 16:49
Hi all!
I have one great idea! I dont know if it is already suggested, but here it is:
What if we model a circle, and have that as an entity.
Then we put one static circle, and then have some circles hanging under that (Dynamic).
That way we could make a chain!

It is only an idea, and i dont have time in this internet-cafe to explain, so C&C?

Thanks!!

Jeff

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Cheese Cake
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Posted: 25th Jul 2007 17:00
I dont think it will work.

The dynamic entities collision is like a box.
So if you would make a circle it still would act like a box.
Therefore the collision would flip and probably if you start the game.
The dynamic circles would fly all in any directions.

Unless you could change the collision type this may be pretty good idea.
Disturbing 13
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Posted: 25th Jul 2007 21:17 Edited at: 25th Jul 2007 21:44
I'll give it a go and see what happens
sounds col in theory if the face detection can be changed
EDIT- admirable idea but unfortunately its a no go.The meshes seperate and fly apart from each other.


Cheese Cake
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Posted: 25th Jul 2007 22:26
Disturbing.
To bad that it didnt worked out.
I also thought to give it a go...
But i already tried with different dynamic objects and the collision didnt worked out that well.
Avenging Eagle
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Posted: 25th Jul 2007 22:31
Ofcourse, if FPSC had ragdoll physics (like X10 will have), you could make a chain where each link had a bone. Then the bones could move about (within certain limits) and still stay attached to one other. This would create a good illusion of a realistic chain.

They used a similar method for the phone cords in F.E.A.R

AE

AaronG
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Posted: 25th Jul 2007 23:05
Yes, but FPSC X10 won't support ragdolls on items.

vorconan
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Posted: 26th Jul 2007 00:28
Unless of course you can make the item into a character and script an on going ragdoll animation. Unlikely but would be cool.


Disturbing 13
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Posted: 26th Jul 2007 00:54
what do you think of a chain link that has a skeleton the same shape as it and use bumpbone as the effect? I just tried a link with a single bone.


jeffhuys
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Posted: 26th Jul 2007 22:00
What a shame . But i thought you could make a enity not box-collision, but poly-collision too?

Jeff

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Cheese Cake
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Posted: 26th Jul 2007 22:36
I thought it would still recognize it as a box.
fata error
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Posted: 30th Jul 2007 01:29
if you model the objets with a skelaton would it work?

lifes a betch deal with it
jeffhuys
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Posted: 30th Jul 2007 13:52
I don't know, try it!
I dont have time for this now since my computer has crashed (),
so i'll say try it!

Jeff

PS: No idea how though...

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Cheese Cake
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Posted: 30th Jul 2007 13:56
I dont think it would work with this version of FPSC.

Maybe with the x10 version.
vorconan
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Posted: 30th Jul 2007 14:10
Everyone has got to stop saying "maybe in X10".


Cheese Cake
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Posted: 30th Jul 2007 22:07
Yeah we could say maybe in this version but then we are lying.
vorconan
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Posted: 2nd Aug 2007 01:52
Or we could say "No chance" , until we get the new source code.


Cheese Cake
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Posted: 2nd Aug 2007 14:13
I think it wouldnt be possible even with a new source code.
Flash
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Posted: 2nd Aug 2007 15:31
Yeah, I thought this about a year ago and tried it, sadly with the same results as the rest of you. Looks like we'll have to go without chains until they upgrade x10 to allow ragdoll on non-character entities.

~Flash

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Mr Makealotofsmoke
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Posted: 2nd Aug 2007 15:54
i think that X9 needs a lot of work.
Maybe lee should hire some coders to help him out and pump out the patches. Cause were not even at 1.1 yet and fps creator i pretty old


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Cheese Cake
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Posted: 2nd Aug 2007 16:33
Mr Makealotofsmoke.
Sorry but i didnt understand what you where trying to tell.

If you mean updates there are already a few updates available.
jeffhuys
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Posted: 2nd Aug 2007 17:06
He means we're at 1.06 and the graphics are too ugly and SLOW for nowaday's games!

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Cheese Cake
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Posted: 2nd Aug 2007 17:10
Ah okey.

Mr Makealotofsmoke.

Yeah but that is normal this isnt x10.
And also by improving the "graphics"
you could make your own models and textures.

And nowaday's games are mostly x10 so the problem is FPSC
will never ever compete against that.

Only FPSC x10 will.
jeffhuys
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Posted: 3rd Aug 2007 12:56 Edited at: 3rd Aug 2007 12:56
Hopefully it will.

[E] But by screenies and videos IT WILL! [/E]

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jeffhuys
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Posted: 8th Aug 2007 15:33
ON TOPIC:
Here is explained that you could make a polygonal collision, instead of a box

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Ross tra damus
3D Media Maker
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Posted: 8th Aug 2007 17:23
If you wanted the 'Chain' to move slightly, say if brushed against, surely the model of the Chain should carry some kind of animation information?
Ross tra damus
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Posted: 8th Aug 2007 17:34
Maybe you could try and make a 'Decal' of a chain which 'sways' slightly when your character is within range of it and then stops when out of range. Not sure the later can be done.
Just a 'Decal' of a slightly moving chain may look great if hanging from ceiling height.
Just ideas.
Disturbing 13
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Posted: 8th Aug 2007 22:48
achiving it with animation isn't the problem. This is mainly a discussion of how to get it to move using the physics.


Airslide
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Posted: 8th Aug 2007 22:59
Don't really have time to catch up with everything but I wanted to point something out:

Quote: "The dynamic entities collision is like a box.
So if you would make a circle it still would act like a box."


Not 100% accurate there. It is determined by an FPE setting, collisionmode. I'm pretty sure it has sphere and definently has box, and I think it has cylinder and cone (or one or the other). I'm fairly certain that it also has mesh (polygonal) collision aswell, but not 100% certain.


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rolfy
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Posted: 9th Aug 2007 03:24 Edited at: 9th Aug 2007 03:27
This is not possible unless you can find a way to link dynamic objects together and have a static fixed point.
This would require ragdoll physics to work using linked bones.

Animating is pointless unless you can script the animation to swing back/forth left/right and the number of angles you could collide with a chain.This means if collision occurs more than once then the animation would have to be stopped and played from the new angle.

best rolfy.

jeffhuys
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Posted: 9th Aug 2007 13:58
Hey, to test this, could anyone model me a circle, with a hole in it like a donut? Thanks!

Jeff

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Roger Wilco
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Posted: 9th Aug 2007 14:34
I tested it the way I assume you wanted to test it, jeff, and it didn't work. I put a simple torus model in FPSC and put them together, but they just flew away from each other.
Disturbing 13
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Posted: 9th Aug 2007 20:25
yeah man didnt you read the thread we already did that. we've exhausted every possibility and all end with flying apart models.The only way to do this is an animated swinging, and if you want realisim it would have to be ragdoll wich isnt available in x9


crispex
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Posted: 9th Aug 2007 21:42
Maybe just forget the idea of the chain?


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Cheese Cake
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Posted: 9th Aug 2007 21:48
Yeah actually thats a good idea....

Okey okey a chain that actually reacts on the players movement would be great.
It would certainly give the game an extra.

But okey it isnt necessary.
Storm 6000
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Posted: 10th Aug 2007 02:50
It would but lets be fair there are more important aspects to games you could spend years just on such little details and many probably wouldnt be impressed or even notice sadly

Thanks
Adam
Pus In Boots
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Posted: 11th Aug 2007 17:22
I thought of making a chain using individual chain link models a while go. The idea has persisted but I've never been bothered to try it. Oh well

I like random stuff- but I hate watermelons!
crispex
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Posted: 11th Aug 2007 17:41
Quote: "It would but lets be fair there are more important aspects to games you could spend years just on such little details and many probably wouldnt be impressed or even notice sadly"


To be totaly honost, I pay attention, CLOSE ATTENTION, to the small details. Same with movies, I have to watch them more than 5 times just to see all of the details. I think it is OCD (Obsesive Compulsive Disorder), lol


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