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DarkBASIC Professional Discussion / rotate tree to mach terrain height angle

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sindore
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Posted: 20th Jan 2011 02:09 Edited at: 20th Jan 2011 02:45
dose any one knows how I can rotate my tree objects to match the slop of my terrain heights?

I used tree magic3 to make the trees and the roots are just a bit on the flat side, I've played around with roots, but still can't get then to sit right on the terrain, so I thought that I would rotate my trees to sit a bit more flush with the terrain, but wanted to know if you can do this by some sore of terrain height or angle.

As a separate question, dose any one know what all the other terrain commands are/do, as I'm using some old books of which only cover about 12 commands, and the dbp help file dose not cover most of terrain commands, the books name is hands on darkbasic pro v1/2.

I'm using this to get the ground height of the terrain


I know its a bit random at the mo, but I intend to use data with my tx# and tz# to position the trees latter on.

I want to use my code to look like this


sorry for the epicness of my message, any help would be amazing, so thank in advance.

soul sucking devils, twisted body of the damed, slivering slim drips from every poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!
SH4773R
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Posted: 20th Jan 2011 02:39
From my experiance almost all trees grow straight up, as for the terrain commands check the dbpro help files
sindore
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Posted: 20th Jan 2011 02:46 Edited at: 20th Jan 2011 03:01
there's not much in the way of help files, and I've know trees to grow out the sides of cliffs.

soul sucking devils, twisted body of the damed, slivering slim drips from every poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!
sindore
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Posted: 20th Jan 2011 02:50 Edited at: 20th Jan 2011 10:36
There's are all of the terrain commends in the help file of dbp
Quote: "
MAKE TERRAIN
DELETE TERRAIN
POSITION TERRAIN
TEXTURE TERRAIN

TERRAIN EXIST
TERRAIN POSITION X
TERRAIN POSITION Y
TERRAIN POSITION Z
GET TERRAIN HEIGHT
GET TOTAL TERRAIN HEIGHT "


and so fare I'm using none of what's on here, so if any one can help, it would be most appreciated.

here is what I'm doing



I'm using this version of terrain building as it can be used as a object, and be manipulated as such, also it works good with physX.

soul sucking devils, twisted body of the damed, slivering slim drips from every poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!
SH4773R
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Posted: 20th Jan 2011 03:12
I would just either search below or google um' as for the trees, wait a second and think how stupid that would look? trees sideways out of mountains? if you absolutely need to know this then ill help more.
sindore
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Posted: 20th Jan 2011 03:35 Edited at: 20th Jan 2011 03:37
I don't think your getting me, my terrain is not flat, nor dose it have big cliff, I was just saying that I have seen trees on more than one occasion growing out the side of a cliff, all I want is for my trees to sit level on most tiles of my terrain, with out me manually rotating them.

I have already googled and search on the Thread Subject Search, that is why I'm back here for the first time in two years, I need some help.

what I am asking is can I get a angle of the tiles on my terrain, so that my trees roots sit nice with the ground and don't stick out when the terrain comes to a small hill, and as my terrain is a bit on the lumpy side I would like to be able to do this, I'm not asking to rotate them 90o, I just want to be able to plot a small amount of rotation say 5,10 or even 15o.

soul sucking devils, twisted body of the damed, slivering slim drips from every poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!
SH4773R
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Posted: 20th Jan 2011 03:38
ok, i see now, im not shure you can find the tiles angles, try using a matrix instaead ill look around for some more stuff on terrains
sindore
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Posted: 20th Jan 2011 03:54 Edited at: 20th Jan 2011 04:12
I would use a matrix, but they don't look that good, and I wanted to get started again on some thing that I didn't use much and looked good with the end result, as this time around I'm working on a bigger idea, and not only want to make it in dbp, but also c++ and directX if I can, as I am studying game development.

I'm guessing that I'll have to work out what the 4 bottom corners of my tree object are, and the terrain tile height of every tile, and plot the 4 tile corners to matching up to the 4 tree object corners, but I don't have the first clue on how to do that, so if any one has touched on this or knows anything about it, I would be most grateful.

ps even if it is just a line of code in the right direction it will be great, as I don't know how to even plot the corners of an object or a terrain tile.

soul sucking devils, twisted body of the damed, slivering slim drips from every poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!
SH4773R
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Posted: 20th Jan 2011 04:17
i found this thread it may be of use to you even though it uses matrixs
http://forum.thegamecreators.com/?m=forum_view&t=177518&b=10
Rain Man
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Posted: 20th Jan 2011 07:37
If you can use Sparkey's Collision with the object created using the terrain commands, you could use it to get the angle.

Ten minutes to Wapner.
revenant chaos
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Posted: 20th Jan 2011 08:58
Hi Sindore,
Those commands you posted are for DBPro's native terrain, but the commands that you are using are from the "Advanced Terrain" command set so they have nothing to do with each other.

I searched though my collection of snippets and found a demo/tutorial which I am sure you will find useful. It was created by Shokata, and covers smoothing a heightmap, as well as aligning an object to a terrain.
sindore
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Posted: 20th Jan 2011 10:14 Edited at: 20th Jan 2011 10:35
Hi revenant chaos
nice I'll have a little look at that now, I'll let you know how I get on with it.

edit

there's only one down side to using a matrix, and that is that I can't ever get physX to work on it, so I'll stick to the terrain

I know it was advanced terrain that I am using, and from using them I fingered out that the other terrain lines I posted don't work with them, I just wanted to know if any one else knows if there are any more lines than what's in the (hands on darkbasic pro) books.

and the lines I quoted are only terrain help files in dbp

soul sucking devils, twisted body of the damed, slivering slim drips from every poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!
revenant chaos
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Posted: 20th Jan 2011 11:22
Quote: "there's only one down side to using a matrix, and that is that I can't ever get physX to work on it, so I'll stick to the terrain"
I realize that the demo uses a matrix, but the logic is the same regardless of the type of terrain that is used. (Not to mention that there is WAY more than one reason to use AT over a matrix)
Van B
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Posted: 20th Jan 2011 11:35
Adv Terrain was kinda abandoned and left for us to use as is - the original intention was to make a full terrain system plugin, but it got put to the side. Now BlitzTerrain is about to be released AFAIK, which should be a great terrain system, more capable of handling a big game, multi texturing, all the good stuff that we've been forcing onto Adv Terrain and our own memblock terrains for years.

When rotating an object to suit a slope, it's best to just grab the height at each side - maybe sample the 4 heights around the tree, extending out as far as the roots of the tree. Then you take the north and south heights, and use ATANFULL to work out the angle between them. Once you've done that, do the same for east and west - you might have to adjust these, you will figure it out by texting the angles onto the screen, check for irregularities - and also limit them to about 30 degrees each way. That should give you an X and Z angle to rotate by, but because of eular hell, you can't rotate directly. So, rotate your tree object on X, then rotate your tree objects limb #0 by Z - this seperates the rotations and gives predictable results, if you were to rotate the tree on X and Z at the same time, it would probably give skewed results.

As commico says though, trees tend to grow straight up - personally I'd make more elaborate roots that extend under the ground, then the base of the tree is hidden - always have a bit of extra tree to 'plant', then irregularities like trees at the edge of cliffs look more natural.


One thing I found very usefull is to rig your tree with a bone structure - then this can be animated to sway, but also you can rotate the bones with code to make each tree different. The last thing you want is a load of cookie-cut trees.

Health, Ammo, and bacon and eggs!
Jeff Miller
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Posted: 20th Jan 2011 12:21
Advanced Terrain help files can be found here:
http://forum.thegamecreators.com/?m=forum_view&t=135172&b=1
sindore
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Posted: 20th Jan 2011 12:48
Van B thanks for the help, I've bin awake all night so am a bit fried, but got to say that tree magic v3 is a bit limiting with what you can do with the roots, I may use turespace to edit them, I never used bones before, but that sounds like a good idea about making the trees sway, and if I was going to put a tree growing up the side of a cliff it would point to the sky like all trees

revenant chaos sorry I didn't mean what you posted bad info, I just haven't had time to take it in, like I said to Van B, I haven't had any sleep for some time, so the brain is a bit hazy, but for what I've look at of it so far it look like it may be of some use, thanks, I was just making a comment about people using matrix as a landscape, and I 2nd you 2nd comment.

Jeff Miller thanks for the link, it was most useful.

I'll let you all know how I get on, and will post images and a download as soon as I have what I am after, on a different note what is this terrain plugin that's coming out, dose any one have a links to info or a bate?

soul sucking devils, twisted body of the damed, slivering slim drips from every poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!
chafari
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Posted: 20th Jan 2011 13:08
Every tree has an X,Y,Z so...we just have to check in front back left o right to decide how to roll the trees.

Here is an example that use this tecnic in a matrix.



Cheers.

I'm not a grumpy grandpa
revenant chaos
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Posted: 20th Jan 2011 13:13
Quote: "on a different note what is this terrain plugin that's coming out, dose any one have a links"
Yep: http://forum.thegamecreators.com/?m=forum_view&t=145404&b=8
sindore
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Posted: 21st Jan 2011 17:38 Edited at: 21st Jan 2011 20:16
hi chafari thanks for the code I'm just about to start looking into this, but I have got to say revenant chaos did beat you to the punch with this code snippet, however I like using the code snippets from the web as uac messes with dbp a lot when running two versions of dbpo so thanks again.

revenant chaos thanks for the link, I can't wait to try BlitzTerrain out.

Edit

chafari I don't superpose you have a copy of this code with English comments do you?

Edit

My best to translate this into English, so if its not 100% I has some problems sorting it out.



Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
sindore
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Posted: 21st Jan 2011 19:35 Edited at: 21st Jan 2011 20:22
Van B posted this comment,
Quote: "One thing I found very usefull is to rig your tree with a bone structure - then this can be animated to sway, but also you can rotate the bones with code to make each tree different."
, dose any one know how to do this?

Edit

I've got over 400 tree's to position, I think I'm going to use an array to handle them all, and I can also use this to position my falling leaves, so when you walks around you get a nice peace of atmosphere to the game, its only going to be a tech demo, to show off my skills so nothing fancy.

Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
chafari
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Posted: 21st Jan 2011 20:43
@sindore
I had this piece of code lost somewhere,and I wanted to share with all friends of course I prefer much more AT, and I use Blizbasic aswell, and sorry for not trasnlate this time my snnipet , I´m geting lasy and old .
I´m with Vam B, we can make our tree or whatewer with some bones, and then animate the object ramdomly to give it more realistic effect. I´v got in fact several samples, but now I´m outdoors with my ipod sorry. If you want a sample, just let me know.

Cheers.

I'm not a grumpy grandpa
sindore
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Posted: 21st Jan 2011 21:34 Edited at: 21st Jan 2011 21:41
@ chafari that would be great, I would love to have a look how this works, it sound amazing, and would look spot on with what I have plained.

don't worry about the translation as I had a quick bash it it my self and reposted it.

Edit

ok so I've started looking in to this and this is what I have so far



not much, and its not yet working, but I'm about to go down the pub so it'll have to wait an till I get back, thanks for all your help so far.

Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
sindore
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Posted: 21st Jan 2011 21:47
if any one has any more examples of newxvalue,newyvalue,newzvalue, as I have only ever used then once and that was about 12 years ago I think, and I was using dbc at the time, which reminds me dose any one remember the tank demo from dbc?

I'm getting back in to dbp again and I love it, I forgot how much fun it is to program games in dbp, as all I have bin doing is learning about c++, and not using it, which is lamb.

chafari I posted a message for you in the post above this one

Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
chafari
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Posted: 21st Jan 2011 22:07
Ok I`m at home now...I send you an example of animating bones by code. Concerning the amount of trees you want to put in your game, there is a way to simulate that we have thousand an thousand of trees with just 50 units in order to gaing speed.

Cheers.

I'm not a grumpy grandpa
sindore
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Posted: 22nd Jan 2011 13:17 Edited at: 22nd Jan 2011 13:32
got the code to work, this isn't how my finale peace is going to look, as all the trees are positioned randomly at the mo, so there's not going to be hanging out of the side of wall's of my terrain. lol

if you have a look at the trees that are on the more level ground arias of my terrain, this is what I was aiming for just a bit of rotation, I still have to play around with the rotation so I don't end up with any trees that are sideways.



here is the code I used in the end

I tried to rotate the tree object by using there limb 0 but it wasn't having any of it, so I just rotated the object instead to see if I had done it wrong, but then it work so I stuck to the object rotation instead

Edit

@ chafari thanks I'll take a look at this at some point today.

I've got to position all of my trees now and make notes of there positions so I can recode the x and z positions and store them in data instead, so when I make my final code I don't have an epic page of positions like this.



Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
sindore
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Posted: 22nd Jan 2011 13:41 Edited at: 22nd Jan 2011 13:57
@ chafari just had a look at the download you posted, that's mad, I love it, I'm going to test this out as soon as possible, thanks for the help.

I should say thanks to every one for your help, it is most appreciated, and I will return the favour however I can, so thank you one and all.

Edit

@ chafari so to be picking your brines again, but do you have to make the bones in a 3D editor and export the model again?

and if so how do I go about doing this, or dose tree magic v3 export with bones, or is it just limb manipulation?

Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
sindore
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Posted: 22nd Jan 2011 14:35 Edited at: 22nd Jan 2011 14:52
I have one more thing to ask dose any one know how I can limit my code so I only get 30o rotation at most?

here is my code


if you see my screen shot, you'll see what I mean about wanting some rotation, however I have got to say that the trees roots are nice and level with the ground, and I think that this is going to work out grate with plants and rocks to.


here are my roots nice and level, I think I'm going to use the bone think to straiten up my trees, so I don't have to change how much the roots make contact with terrain.


I still have to set up a way of switching between the 3 different poly trees, from heigh, mid and low, my lowest poly tree is a plain with a image of the tree on it, my mid is just a bit more basic version of the one seen in the image above.

Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
chafari
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Posted: 22nd Jan 2011 18:56 Edited at: 22nd Jan 2011 19:02
Ok ...lets go step by step... I use 3DMax to add bones to my objects, but nowaday I think most 3D programs can do the same, and you will need a plug in that export the object to animate .x

That means that you need to animate a single mesh with several bones.

To get the 30º of maximun rotation, you can use the same tecnic just checking in four direction, and then :

IF OBJECT POSTION Y(TREE)< CHECK_HEIGHT(POINT1)AND OBJECT ANGLE(TREE)<30 THEN ROLL OBJECT LEFT XXX where the check_height point1, will be for example a checking on right side of the tree.


To position your trees automatically, you can make a texture black & white, where black is empty and white is filled of trees.

Imagine you have a texture of 100 by 100



If you need some more help,just let us know.

cheers.

I'm not a grumpy grandpa
sindore
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Posted: 24th Jan 2011 22:12 Edited at: 24th Jan 2011 22:40
chafari I'll look in to this, however I don't see there being any plugins for my 3D editor as I'm using turespace.

dose any one know how to register my version of T.ed, as I've got the codes and what not, but for some reason I can't get the thing to register, I guessing that it has something to do with the website doing a dispersing act.

Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
sindore
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Posted: 24th Jan 2011 22:40 Edited at: 24th Jan 2011 23:48
@ chafari thanks for the download, I didn't think you could make an image of dots to position objects, I had to mod the code you sent me to get it to work, but I think this will work out a lot better the working out the data x,z positions, just one thing what is this technique called?

and can you use other colours to indicate what object you want to position?

Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
chafari
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Posted: 25th Jan 2011 00:20 Edited at: 25th Jan 2011 00:34
This example with the white dots, was just to show you that there are many ways to get the same. You can use different colours for example to position different kind of trees.

cheers.

I'm not a grumpy grandpa
RomuluS85
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Posted: 25th Jan 2011 00:29
great! you've made a perfect example on how trees don't grow naturally...
but great work never the less
sindore
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Posted: 25th Jan 2011 00:57
well the way thing are going, it's looking like I'm going to use this for rocks grass and mushrooms etc instead of trees, so no biggie.

@ RomuluS85 it was good to see how this works and I've found-out more about other techniques of making things like the image that I can use to position my trees as well as other things, so it was worth the risk of weird trees. lol

Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
sindore
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Posted: 25th Jan 2011 00:58
@ chafari sorry to bug you, but do you know what the object positioning map is called?

Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
chafari
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Posted: 25th Jan 2011 01:16 Edited at: 25th Jan 2011 01:18
No idea sorry. I don´t know all this technical terms

cheers.

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sindore
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Posted: 25th Jan 2011 01:25
never mind, I'll have a hunt, and see what I can find out about the technique, thanks any way mate

Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
chafari
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Posted: 25th Jan 2011 01:30 Edited at: 25th Jan 2011 01:43
Long time ago...when I start programing about 80th, there was a tecnic called in spanish "MAPA DE DUREZAS ", but being sincere, I don`t know how to translate this into english sorry.

I'm not a grumpy grandpa
sindore
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Posted: 25th Jan 2011 03:08
chafari I think it translates to "Hardness map" I could be wrong.

and did you mean the 80's as in 1980 instead of the 80th which would be for example 80th street or the 80th day of some event?

if you get stuck for translations here is a link to help, my Spanish is a bit rusty so I needed some help, and found this page.

[href]http://translate.google.com/#auto|en|[/href]

Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
chafari
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Posted: 25th Jan 2011 19:51
yess! 1980. I knew the tranlation, but it doesn´t mean the same in spanish....it could be translated as MAPA DE DUREZAS = where we can step on (solids earth ,objets etc. When I start programing, there where not collision at all, an we had to check in a second image where we had collision. It´ s an old and possible forgeted method, but it works.

Cheers.

I'm not a grumpy grandpa
sindore
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Posted: 25th Jan 2011 22:09
@ chafari could you show me how it works, it sound like something worth looking in to, or at lest knowing about.

Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
sindore
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Posted: 25th Jan 2011 23:07
@ revenant chaos I forgot to thank you as it was your example that help the most, so thanks.

Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
chafari
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Posted: 26th Jan 2011 15:51
Ok I made a piece of code for you...but is very simple nowaday no one use this I think.

Cheers.

I'm not a grumpy grandpa
chafari
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Posted: 26th Jan 2011 15:56
That is easy....you just have to make an image with all the path where you want to walk on, and then check every loop if you are into this zone. That´s useful for 2D, but I think there are better ways to do that in 3D.


cheers.

I'm not a grumpy grandpa
sindore
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Posted: 26th Jan 2011 19:31
I'll have a look at this now and let you know what I think, thanks for the download chafari, you have bin very helpful.

Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
sindore
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Joined: 2nd Jul 2004
Location: Bedfordshire, UK
Posted: 26th Jan 2011 19:42
@ chafari did you test this before you posted it, as the collision dose not work, but I think I know what your talking about now so there is no need to repost, thanks for the example

Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.
Mugen Wizardry
User Banned
Posted: 26th Jan 2011 19:46
use this. i got it for my game.



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chafari
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Location: Canary Islands
Posted: 26th Jan 2011 20:08
I have downloaded it and it works perfect in my laptop.

cheers

I'm not a grumpy grandpa
sindore
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Joined: 2nd Jul 2004
Location: Bedfordshire, UK
Posted: 26th Jan 2011 20:15
@ Mugen Wizardry thanks I'll look in to this.

@ chafari don't worry about it, I got the main idea of what its meant to do so thinks, I could use this to show my kids how older games work.

Soul sucking devils, twisting the body's of the damned, slivering slim drips from every poor, sin licking at ears, and a smell so bad it stings the eyes, welcome to the darkness.

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