Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / Ideas about F-Zero style track collision

Author
Message
David T
Retired Moderator
23
Years of Service
User Offline
Joined: 27th Aug 2002
Location: England
Posted: 13th Aug 2003 21:04 Edited at: 14th Aug 2003 15:55
Okay, do any one of have any ideas about to contruct some sort of workable track collision system (like f-zero / extreme g 3)?

My problem is getting the smooth bends to work correctly, expecially if they are banked. I could try and convert a CShop 3 .x to a bsp and use that sliding collision? [CS3 has the arch prefab]

But then the whole level would have to be boxed in, which is something I do NOT want!

At the moment my track is very long and very straight. Any ideas?

You are the th person to view this signature.
GRAVITY: I fought the law but the law won
Megaman Zero
23
Years of Service
User Offline
Joined: 25th Jan 2003
Location: United States
Posted: 13th Aug 2003 21:12
You know, I encountered this, a .x model is about the only way to go at this time, unless you want to try & make a loop or a corkscrew in CShop 3.

Zero (Formerly Shadow Guyver)
NRTP(TM)http://heero_yuy1983.tripod.com/
NRTP Message Boardshttp://nrtp.proboards22.com/index.cgi
Toothpick
23
Years of Service
User Offline
Joined: 9th Feb 2003
Location:
Posted: 14th Aug 2003 01:17
You could use the intersect object() command.
You use it to get the height of the x model track surface.
works just like the get ground height command for a matrix.

any help to ya?

David T
Retired Moderator
23
Years of Service
User Offline
Joined: 27th Aug 2002
Location: England
Posted: 14th Aug 2003 15:52
Thanks, I'll try.

I've also had another idea how to make the car stay on the track when it banks / loops - by finding the angle the track is at (like rotating a car to fit on a matrix) I can then apply gravity in that direction, so if you were upside down then the gravity would actually be going up, so you would stick to the track.

Obviously, when you are going slow it will revert to good old downward gravity maing you can't crawl along at 20mph.

You are the th person to view this signature.
GRAVITY: I fought the law but the law won
Hamish McHaggis
23
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 14th Aug 2003 16:14
To smooth the rotation out you could take many points of the track beneath you and make an average of them, rather than just taking 2. I have been trying to work out how to make a game like this for ages with DBC but the collision is just too slow, tis intersect object command sounds like the key. I'm thinking of getting DBPro soon.

Brains are for idiots.

Athelon XP 1400 Plus - Nvidia Geforce MX400 - 256mb RAM
David T
Retired Moderator
23
Years of Service
User Offline
Joined: 27th Aug 2002
Location: England
Posted: 14th Aug 2003 16:16
Actualy, I'm just working out how to do the rotation now - I know my trigonometry and I'm sure that has something to do with it - I'll get the trusty Tank demo(tm) source code out and have a look.

You are the th person to view this signature.
GRAVITY: I fought the law but the law won
Hamish McHaggis
23
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 14th Aug 2003 21:25
Yeah, just take the distance from each side of the car, to the track, and work out how far you need to rotate the car in order to make the distance equal on both sides.

Brains are for idiots.

Athelon XP 1400 Plus - Nvidia Geforce MX400 - 256mb RAM
David T
Retired Moderator
23
Years of Service
User Offline
Joined: 27th Aug 2002
Location: England
Posted: 14th Aug 2003 22:03
I've decided that what I need is that collision DLL (can't remember name). My only problems are:

a) I can't model a decent track
b) Of only someone can port it over to DBPro? Drake did but his code didn't work for me.

You are the th person to view this signature.
GRAVITY: I fought the law but the law won
MrTAToad
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: United Kingdom
Posted: 15th Aug 2003 00:50
Quote: "a) I can't model a decent track"

Thats the trouble I had, unfortunately...

Cant remember the collision DLL at the moment, either...


Logo design by Indi
Its better than a poke in the eye...
Terabyte
23
Years of Service
User Offline
Joined: 28th Dec 2002
Location: UK
Posted: 15th Aug 2003 01:33 Edited at: 15th Aug 2003 01:41
can you export .x files in c shop
sombody showed me recently how to get decent .x polygon collision. and .x files dont have to be enclosed


EDIT: ok soz i missed a post

>>TerraByte. Putting the Byte back into Terragramming<< If my post has less than 20 typos then it wasnt me who wrote it!
MrTAToad
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: United Kingdom
Posted: 15th Aug 2003 11:24
Yes, you need the .X plug-in for CShop if I remember correctly (probably from the authors web site).


Logo design by Indi
Its better than a poke in the eye...
Kensupen
23
Years of Service
User Offline
Joined: 19th Sep 2002
Location: United States
Posted: 15th Aug 2003 13:08
I started working on this using intersect object, but gave up for now due to programming for my Pocket PC. Once I get bored with that, I'll get it working and release the snippet.

-Kensupen

Nerdsoft Creations - Lead Programmer
System Specs: AMD XP 1700+, WinXP Home, 1GB PC133 ram and Radeon 9500 using DX9
David T
Retired Moderator
23
Years of Service
User Offline
Joined: 27th Aug 2002
Location: England
Posted: 15th Aug 2003 14:46
I'm using CShop 3, which has .x export adn many fancy prefabs incluyding a curved arch which could be used for a bendy track.

I also have Truespace 3.1 and if I can model some sort of bendy pipe in that then hollow it some how that could become my track?

I tired to get that collision DLL to work in DBPro but I had no luck (even with the DBP code). Well, I'll have to cope with straight track for now

You are the th person to view this signature.
GRAVITY: I fought the law but the law won
DMXtra
23
Years of Service
User Offline
Joined: 28th Aug 2002
Location: United States
Posted: 16th Aug 2003 02:12
You should be able to do this a lot easier in Upgrade 6 as it provides octree support with new collision support from Mike.

The new nodetree(octree) feature is pretty cool, can use no portals at all for like terrain or use a smart portal system where you can even have multi-tier levels with portal support and increase your framerate. Also full shader effects can be used on the levels as well as a new collision system that has been designed for the nodetree in mind.

Its an alternative to just using BSP's.

Dark Basic Pro -- The luxury for game programmers everywhere

Login to post a reply

Server time is: 2026-07-23 02:29:44
Your offset time is: 2026-07-23 02:29:44