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FPSC Classic Product Chat / V118 Public Beta 17

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bond1
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Posted: 23rd Jan 2011 17:01 Edited at: 23rd Jan 2011 17:05
Setting Up Polygon Hit Detection in FPSC

Here is the requested tutorial on this new feature.

1. Download the preliminary limb/bone detection tool here: http://forum.thegamecreators.com/?m=forum_view&t=180608&b=21

2. Load in a character and use your mouse to hover around the character and take note of the limb numbers, which one is an arm, leg, head, etc.

3. Using the included FPE file in the above mentioned tool as a template, find the "bodypartslimbinfo" section and use the limb numbers discovered in step one to assign them to the appropriate body part index number. Note that these are completely arbritrary: ANY limb can be a head, torso, leg, etc!

4. Stopping here will give you polygon perfect hit detection, so your aim must be perfect now! Also, assigning the "appearwithheadshot" script will automatically give you headshot kills with perfect hit precision.

5. If you want to take the feature even further, Lee has added a new FPI condition: shotdamgetype=X , where X is a number 1-6, corresponding to the body part being shot, as defined in the FPE file. The condition returns true if that particular body part is currently being shot.

6. Now you can do ANYTHING you want with this! For example, if an arm is shot, you can play a flinching animation then go into ragdoll. Or you can take away a certain amount of the characters health - with different body parts taking different amount of damage. You could make the character invincible until only an "achilles heel" limb is shot - great feature for BOSS fights! You could make the character limp after being shot in the leg. Since everything is user-defined, the sky is the limit!

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Pirate Myke
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Posted: 23rd Jan 2011 17:05
Thank you Mr bond.
My custom Charaters are coming into the limb detector, but when I hover the mouse over the character the bones are detected between the legs. appearing that the character is way larger then the biped.

anyone else seeing the same?

Nothing but coffee in my veins 'Insomnia is Coming'
bond1
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Posted: 23rd Jan 2011 17:08 Edited at: 23rd Jan 2011 17:10
Your character export must be very "clean". No hidden "junk" geometry or bones, and vertex assignments must be well defined. Having stray vertex weighting values will throw the detection off. First off make sure there are no invisible "dummy" bones between the legs. Or you could simply ignore this bone when setting up your FPE limb assignments.

Tutorial for 3ds Max coming soon.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Pirate Myke
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Posted: 23rd Jan 2011 17:12
Cool, I will give that a try. I know that Mr game will probably be wanting this feature. So I need to get learning it.
Thanks for the reply.

Nothing but coffee in my veins 'Insomnia is Coming'
Airslide
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Posted: 23rd Jan 2011 17:15
Noticed this in the DBP update thread:

Quote: "Added parameter to SET OBJECT EFFECT called Force CPU Animation - ideal for bone detection"


Is this what has been used for limb detection? So is the advantage of fastbone lost when using it?

Design Runner
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Posted: 23rd Jan 2011 17:24
Um, since it is a db and dbp file, how are we supposed to use it? Do we need to compile it ourselves?
bond1
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Posted: 23rd Jan 2011 17:26 Edited at: 23rd Jan 2011 17:29
Quote: "So is the advantage of fastbone lost when using it?"


Hopefully not, I noticed that too. I guess Lee would have to answer that. I don't notice any difference in framerate in my GPU skinning shaders, so maybe it's just some type of pre-processing step.

Quote: "Um, since it is a db and dbp file, how are we supposed to use it? Do we need to compile it ourselves?"


Yes, it is just a preliminary tool right now, so you'll need to compile it yourself until a more polished version is released.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
AJ Schaeffer
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Posted: 23rd Jan 2011 17:31
Just to clear this out, with this hit detection does it affect the ragdoll? Say i take WW2 Wehrmacht, apply fpe stuff, give ragdoll, and kill him, will it act likethe zombies in the vid?

rolfy
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Posted: 23rd Jan 2011 17:39
Quote: "For example, if an arm is shot, you can play a flinching animation then go into ragdoll. Or you can take away a certain amount of the characters health - with different body parts taking different amount of damage. You could make the character invincible until only an "achilles heel" limb is shot"

Really cool now I can try this one out on the progressive damage animations I already got done with limp etc.
bond1
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Posted: 23rd Jan 2011 17:39 Edited at: 23rd Jan 2011 17:42
Quote: "But as it stands it is only on Ragdoll animations that is scripted or so I see"


Only the first 10 frames or so are animated, then the character is ragdoll-controlled. So it will fall down stairs, slam up against walls, etc. And remember, nothing is hard-coded, so you can script the character to react however you want.

Quote: "Really cool now I can try this one out on the progressive damage animations I already got done with limp etc."


Yep! It will really change how you interact with enemies if you know what you're doing. No more shooting at some invisible box until the character is dead.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
rolfy
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Posted: 23rd Jan 2011 17:52
Cant seem to compile it in DBP, getting a syntax error:
set legacy convert mode 1

Would it be possible for someone to upload a compiled version of the program.
bond1
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Posted: 23rd Jan 2011 17:54
You need the new release candidate to compile: http://forum.thegamecreators.com/?m=forum_view&t=180294&b=1

Or attached is the compiled version.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
rolfy
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Posted: 23rd Jan 2011 17:55 Edited at: 23rd Jan 2011 17:57
Thank you

I take it you already have some anims ready for this, if not I could send you a rig if you want it.
Gencheff
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Posted: 23rd Jan 2011 18:09
In case people are wondering how to set the limbs for the Mob Zombies (Goes in their .fpe files) :



Whem you use the scripting command shotdamagetype=x , x is the id given for the limb group.

In other words, :shotdamagetype=1:do something , checks if the character is shot in the head and then something happens.

Same for the other limb groups : 2 is body, 3 left arm , 4 right arm , 5 left leg , 6 right leg.

Hope this helps somebody


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
foleypro
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Posted: 23rd Jan 2011 18:13
Thank you Bond1...

As Always B3D....www.fnggames.com

Ausculta
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Posted: 23rd Jan 2011 19:30
<Sigh> The FPSC editor is still crashing on me with a 0xc0000005 error using any version higher than 1.16. Every hardware and software diagnostic I run says everything on my comp is fine. At this point I've even tried completely re-installing Windows 7 with no luck.

Here's some more info on my system, just in case someone might think of a fix:


FPSC v1.17+ is the only program I've been having this issue with, everything else runs smooth as silk.
Gencheff
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Posted: 23rd Jan 2011 19:38
I had the same problem.

It was suggested to me to remove Windows update KB981852 and it worked,so try that.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
MK83
FPSC Reloaded TGC Backer
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Posted: 23rd Jan 2011 19:47
@Ausculta
do you use avast antivirus? that was the problem with mine.

mk83 Productions
sic1ne
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Posted: 23rd Jan 2011 19:53
so i need a software to have that limb detection on the zombies in my game there is no script i apply to the character that has the limb detection im confused?
Pirate Myke
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Posted: 23rd Jan 2011 20:02
8:01 Prev Page at bottom Bond 1 post Instructions

8:54 Bond1 post: compiled version uploaded by Bond1

Nothing but coffee in my veins 'Insomnia is Coming'
Woolfman
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Posted: 23rd Jan 2011 21:23
Thanks Bond1 for the info. That helps
Scurvy Lobster
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Posted: 23rd Jan 2011 21:47
Possible bug:

When you use postprocessing=3 in a build game it crashes at the end of level load.

Can anyone confirm this?

Gencheff
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Posted: 23rd Jan 2011 21:49
Quote: "Possible bug:

When you use postprocessing=3 in a build game it crashes at the end of level load.

Can anyone confirm this?"


I can.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
Dark Goblin
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Posted: 23rd Jan 2011 21:51
Thats because you dont have the LightRay files in your build game.
Postprocessing 3 and 4 are for LightRays so you need to copy over all LightRay related files.

Gencheff
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Posted: 23rd Jan 2011 21:57
Great,now I feel like an idiot.

Thanks DG


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
Ausculta
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Posted: 23rd Jan 2011 22:15
MK83 and Gencheff, thanks for the tips! FPSC is running great now.
defiler
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Posted: 23rd Jan 2011 22:46
@ Bond: So pretty much say i shoot the character in the head, i can have a animation set specifically for that body part to play?

Current Project: Lost Contact: Station 7
bond1
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Posted: 23rd Jan 2011 22:53
Quote: "@ Bond: So pretty much say i shoot the character in the head, i can have a animation set specifically for that body part to play?"


Yes, exactly. But remember that's not ALL you can do, you can use any scripting command as a "reaction" to a particular body part getting shot.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Design Runner
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Posted: 23rd Jan 2011 22:59
well, i put the AI(unarmed) in my game, from the file I downloaded. And yet, nothing happens, they act just like a regular character. Any suggestions? Also the swim through the ceiling glitch is still active.
mickeyb
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Posted: 24th Jan 2011 01:05
Quote: "well, i put the AI(unarmed) in my game, from the file I downloaded. And yet, nothing happens, they act just like a regular character. Any suggestions? Also the swim through the ceiling glitch is still active. "


Same Here. And not just that even with the supplied
GS21-ShotDamageType.fpm level its not doing anything
different.
Nickydude
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Posted: 24th Jan 2011 01:36
Quote: "GS21-ShotDamageType.fpm level its not doing anything different."


So if you shoot the arm it doesn't crouch or if you shoot the leg it doesn't start 'swimming'? (or are those the other way around?)

Design Runner
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Posted: 24th Jan 2011 02:01
it crouches if you shoot the arm, if you shoot the leg it just chills there.
MK83
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Posted: 24th Jan 2011 03:00
@bond1
what animation numbers did you use in the video? When I try to shoot them they fall back good, but then go into a bouncing loop. Please help if you can.

mk83 Productions
Nomad Soul
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Posted: 24th Jan 2011 03:21
This limb detection system is fantastic and yet another huge step up for gameplay when combined with Dark AI and ragdoll physics.

I also noticed the water is much better now and the ceiling is reflected and refracted correctly on the water surface.

V118 is turning out to be a great update.

WickedX
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Posted: 24th Jan 2011 04:26 Edited at: 25th Jan 2011 13:36
So today I updated to V118 Public Beta 5. And I have read through this entire thread. This is phenomenal.

@Bond1: Loved your video on "per polygon limb-hit detection". And I can appreciate that you didn’t do it for me. But with your help I think I have it figured out. I mean that sincerely.

I would like to thank Pirate Myke and Gencheff. I thought something was messed up, until I read Nickydude’s response to mickeyb. Removed That’s what their supposed to do.

I have noticed some negative comments about the GUI-X9 application. Correct me if I’m wrong. But does it not just write a script that can be done in notepad.

Well so far testing, it seams to be working as promised. I’ll have to test some more. But, I think this thing is about ready to be released.

Edit: Almost forgot, Thank you Lee.
Scurvy Lobster
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Posted: 24th Jan 2011 11:28
A long time ago we saw some screenshots with an upcoming Options screen for built games.

Does anyone know what the status is for this feature?

Conjured Entertainment
AGK Developer
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Posted: 24th Jan 2011 18:12
Quote: "Here is the requested tutorial on this new feature. "

Awesome
THANKS!

Quote: "5. If you want to take the feature even further, Lee has added a new FPI condition: shotdamgetype=X , where X is a number 1-6, corresponding to the body part being shot, as defined in the FPE file. The condition returns true if that particular body part is currently being shot."

Good Grief Charlie Brown!

This is too good to be true, but it's not April yet so I guess you're not fooling me.

Thanks again LEE!

I FPSC

   Conjured Entertainment

 WARNING: Intense Madness
Nomad Soul
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Posted: 24th Jan 2011 18:28
How do you combine the limb detection system with ragdoll so when an enemy reacts to being shot with a particular animation it also does ragdoll?

Does anyone have an example AI script that goes with the FPE limb settings?

bond1
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Posted: 24th Jan 2011 18:31
Quote: "Does anyone have an example AI script that goes with the FPE limb settings?"


I'll be sending TGC an update to Zombie Apocolypse tomorrow, that has a few alternate Mob Zombies that use the limb detection system with accompanying scripts. So you'll have something to go off of.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Pirate Myke
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Posted: 24th Jan 2011 19:18
Again you save the day Mark, Thanks

Nothing but coffee in my veins 'Insomnia is Coming'
Mr Game
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Posted: 24th Jan 2011 19:50
Great news Bond1.
BTW. You could add also blade seeker to this pack (some month ago You promised this)
Watch in HD: http://www.youtube.com/watch?v=WsQ70dllHhg

Insomnia is coming...
Gibba gobba
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Posted: 25th Jan 2011 00:11
finally we're seeing some MUCH wanted progress!

20th Anniversary
The Unofficial Migration Suggestion Board
http://forum.thegamecreators.com/?m=forum_view&t=166736&b=26
Scurvy Lobster
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Posted: 25th Jan 2011 07:17
A boatload of Dark AI updates just went into the project. Interesting.

AbdulAhad
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Posted: 25th Jan 2011 13:06
Looking forward to the final version of V118!

Great job Lee, HockeyKid and knxrb!

Abdul Ahad

mickeyb
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Posted: 25th Jan 2011 13:21 Edited at: 25th Jan 2011 13:38
[Mod Edit: Don't turn this into a flame war, enough said.]
Scurvy Lobster
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Posted: 25th Jan 2011 13:57
TGC has put an updated version of bond1's Zombie Apocalypse model pack online. Download it in your Order history.

I believe it reflects the latest Polygon Hit Detection updates to the V118 betas but maybe bond1 can give the precise details.

da2020
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Posted: 25th Jan 2011 14:05
the new features were AWESOME! now that I can get 118 to work I can't wait to get my hands on this!
Arseny
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Posted: 25th Jan 2011 15:18
Quote: "BETA5 - Added new sample example GS21-ShotDamageType and the new FPI condition (and script) that goes with it - now you can have pixel perfect hit detection on any character that supports it (see forthcoming model packs)"

But sombody doesn't have money for modelpacks! It will be good, if you will teach us to assign this feature to custom characters!
foleypro
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Posted: 25th Jan 2011 16:15
But sombody doesn't have money for modelpacks! It will be good, if you will teach us to assign this feature to custom characters!

I also ask this for us BVH animators..
Also will Old Packs be Updated to reflect this like Packs before 10...?

I still have all of my Purchases thru TGC...
Been outta the main stream for awhile decided to get back into it...XSI and Unity and Fpsc and of course Max and tSpace...

As Always B3D....www.fnggames.com

Conjured Entertainment
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Posted: 25th Jan 2011 16:47 Edited at: 25th Jan 2011 17:39
I tried 118 beta 5, and got more than one surprise!

Quote: "But sombody doesn't have money for modelpacks! It will be good, if you will teach us to assign this feature to custom characters!"

The example FPE is the AI (Unarmed), and the tool Lee made works great with the DBP 7.7 update.
Just look at the AI (Unarmed) characters FPE file in v118 beta5 and you will see how the assignment works.
Of course you need to know which limbs to assign as 1-6, but Lee's tool works great for that.
Just have the X file, the FPE, and the _D2 texture in the same folder as Lee's tool and you will see which limbs are which.
The head is 46 on the stock characters, so in the FPE you would have the following...

;bodypartslimbinfo (1=head/2=body/3+4=armslr/5+6=legslr)
limbmax = 99
limb46 = 1

..then you do the same for the other limbs.
So, the limbs for the body all get assigned to =2 like so...

limb21 = 2
limb22 = 2
limb23 = 2
limb3 = 2

Quote: "shotdamagetype=x"

So if I want to detect a torso shot i would use...

:state=1,shotdamagetype=2:state=9

Then state=9 would perform whatever action we want for this example.
I am just guessing because I have not tried this out yet (short on time today) so someone correct me if I am wrong.

This is going to make for some great scripting fun.

Thanks for all the help here Bond, and I am looking forward to your update as well.

Cheers

   Conjured Entertainment

 WARNING: Intense Madness

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