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 / I can't get nuclearglory dll to work.....

Author
Message
dugzilla
22
Years of Service
User Offline
Joined: 5th Aug 2003
Location:
Posted: 30th Oct 2003 14:42
I don't know what I"m doing wrong? Nuclearglory dll will load
but not call function. Here's an example. Please help someone...
Dugzilla
zircher
23
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 30th Oct 2003 15:02
Call DLL? Bzzzzt. Did you look at their well commented sample code? There is a file that you need to include for it to work.
--
TAZ
dugzilla
22
Years of Service
User Offline
Joined: 5th Aug 2003
Location:
Posted: 30th Oct 2003 16:52
Never mind.
I got it to work but it doesn't work with 3rd person. Camera
it works great but with the camera you can't see any feet touching
the floor. 3rd person shows a big Y-position move so many units off
floor. thanks for replying and I'll figure something else out.
Genesis Rage
22
Years of Service
User Offline
Joined: 5th Oct 2003
Location:
Posted: 30th Oct 2003 19:09
ive messed around with the 3rd person a little bit... you can get it working real nice... but it takes a little bit of "creative" programming wish i still had the code... but crash costed me 80GB worth of files and programs

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro 128mb 8xAGP, XP Pro
nuclear glory
22
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 1st Nov 2003 04:56
Greetings,

I noticed you were having some trouble. From the posts I can't tell exactly what the problem is that you're experiencing...

Are you perhaps using ellipsoid collision for a character model?

Note: The ellipsoid is created from the center of the model, this center point is usually defined in a modeling program. The ellipsoid is sized equally in all directions when you set the dimensions. For example, a Y size of 2 creates an ellipsoid that is 2 units tall with its center point at the center point of the model. So... if the center point is at the feet, the model would appear to float as the ellipsoid is lower than it should be.

To resolve this problem, it is best to make an invisible object or null object of some sort, place it in the middle of the body of the model, make the model a child of this object, and then set this null object as the collision object. That'll allow you to define where the ellipsoid should start.

But because this seems problematic and clumsy, I just made a note to myself to allow you to define the offset for an ellipsoid. That would allow you to adjust its position relative to the center point with one call to the collision system.

We'll probably see an "offset feature" in the next release.

Hope this helps.
zircher
23
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 1st Nov 2003 05:19
I look forward to that feature. In a different thread, I was trying to glue objects to offest limbs to duplicate that ability.
--
TAZ
PolyVector
23
Years of Service
User Offline
Joined: 10th Mar 2003
Location: Ghetto Land
Posted: 1st Nov 2003 11:10 Edited at: 1st Nov 2003 11:10
I believe you can just use "Offset Limb ObjNum,0,OffSetX,OffSetY,OffSetZ" after you load the object to adjust where the center pivot point is...
zircher
23
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 1st Nov 2003 23:23 Edited at: 2nd Nov 2003 06:25
An interesting idea, but it doesn't quite work when you need four tires each with their own collision logic.
--
TAZ
nuclear glory
22
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 1st Nov 2003 23:28 Edited at: 1st Nov 2003 23:28
You might try locking an ellipsoid object to each tire position.

Then you can get feedback for each tire (via their collision object) and do what you need I imagine.
zircher
23
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 2nd Nov 2003 06:27
I have 'issues' with the glue command. A kind soul mentioned some of the flaws in the docs and I've made some progress.
--
TAZ
Genesis Rage
22
Years of Service
User Offline
Joined: 5th Oct 2003
Location:
Posted: 2nd Nov 2003 06:28 Edited at: 2nd Nov 2003 06:29
@NuclearGlory
ive been messing around with your DLL a little bit, and i have some questions about it. with the different types (world/camera) how do you make it so an object collides with both the world and camera?

in your example:
-camera collides with world, but not ball
-ball collides with world
-world (static)

trying to do:
-camera collides with world, and ball
-ball collides with world
-world (static)

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro 128mb 8xAGP, XP Pro
nuclear glory
22
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 2nd Nov 2003 07:35
Greetings.

@Genesis Rage
It sounds like you're basically after the addition of ellip-2-ellip collision in combination with the other collision routines. We are working on this right now and it'll come out with the next release.

All you should need to do to use the upcoming ellip-2-ellip collision is place a new definition at the top of the program that would look something like:

SetCollisionsPro( TYPE_CAM, TYPE_CAM, ELLIP_2_ELLIP, RESP_SLIDE, DYN_NO_RESP )

That's assuming that both the ball and camera are set to the Object type "TYPE_CAM". note: The constants in the above code are not in yet, but that's how it'll look. So it should be fairly easy.
Genesis Rage
22
Years of Service
User Offline
Joined: 5th Oct 2003
Location:
Posted: 2nd Nov 2003 12:34
you have a time when it will come out at all?

that code wood work perfect... because the way i was working around it was that i had a hidden object that would collide with the world... then that gave the posistion for the object that the camera would collide with... this will be a lot better

and is there a way to get a collision for bullets lets say... something that technically wouldnt need sliding collision but only return a collision... i know i can probably do this with some creative thinking and coding... but honestly, i would like to use your DLL for collisions... because it rocks!

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro 128mb 8xAGP, XP Pro
nuclear glory
22
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 3rd Nov 2003 00:53 Edited at: 3rd Nov 2003 00:55
lol, Thanks Genesis.

We're estimating 2-4 weeks for the DLL release.

The release of a sticky collision response will be added as it may be useful for sticky impact deals like a bullet.

However, we're also releasing a ray-cast function so you can get pinpoint collision for any ray. It'll send instant collision feedback so you don't have to wait for the "RunCollisionPRO()" function. That'll allow you to cast a ray for a bullet and know exactly where and what it hits.
Genesis Rage
22
Years of Service
User Offline
Joined: 5th Oct 2003
Location:
Posted: 3rd Nov 2003 00:58
im wondering if you have any kind of mail-list set up? if you don't i would glady like to try and start one for you when my site becomes active.

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro 128mb 8xAGP, XP Pro
anseyder
22
Years of Service
User Offline
Joined: 25th Sep 2003
Location: Australia
Posted: 3rd Nov 2003 01:35
Sorry to sound a bit pathetic, but where do I put the DLL? I would like to get this all to work but I don't know how to set up the DLL etc. Could someone please provide a few lines explaining the set up procedure - thanks.

buy the PS2 Game Firewarrior (I worked on it as a level artist)
DrakeX
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location:
Posted: 3rd Nov 2003 02:12
where do i even get this DLL in the first place?

nuclearglory -- might be a good idea to put a link to it in your sig

stop looking at me!
nuclear glory
22
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 3rd Nov 2003 02:36 Edited at: 3rd Nov 2003 02:38
@Genesis Rage
Thanks a lot. Actually, we've already got a mailing list in place. We'll be sending out a mailing with the next DLL release. We're doing some web stuff too to help get a user community going, so it should work nicely.

@DrakeX
The DLL is at: http://www.nuclearglory.com

Thanks for the sig idea, I'll see about doing that.

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
Genesis Rage
22
Years of Service
User Offline
Joined: 5th Oct 2003
Location:
Posted: 3rd Nov 2003 04:36
that or have your profile set up with a web site... then it displays under the post... with the 'profile' 'email' items...

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro 128mb 8xAGP, XP Pro
Brian C
22
Years of Service
User Offline
Joined: 22nd Oct 2003
Location:
Posted: 9th Nov 2003 12:39
Nuclearglory,

I'm have a situation similar to Genesis rage. I'm using the demo of your collision dll and I've dropped the Alien model (Alien.x)from the Alienware competition into it for test.

In mine, I have a simple routine that when I get close to the slien he chases me around the room. However, I can get the camera to collide with the world, the alien collide with the camera, but not the Alien with the world.

It seems that no matter how I define the Alien he is treated as a TYPE_WORLD (mesh). My question: Do you have a (TYPE_WORLD, TYPE_WORLD, POLY_to_POLY, etc., etc.) definition planned or is this problematic?

I suppose I could make an invisible object like you suggested above but it seems like extra work. I just don't want to have to define the parameters for the room.

Brian
Genesis Rage
22
Years of Service
User Offline
Joined: 5th Oct 2003
Location:
Posted: 9th Nov 2003 18:04
what i have found out is like i said above...

camera and world collides...
camera and camera dont...
world and world dont...

i tried to make 2 invisible objects, one world, and one camera... so in "theory" they would collide with everything... but this just messes up everything because the camera and world object don't like staying at the same location because of the automatic collision... and had actually crashed my computer on several tests!!!

nuclear glory
22
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 10th Nov 2003 02:59 Edited at: 10th Nov 2003 03:01
Greetings,

Yes, defining a character as a mesh can cause a large chunk of memory to be filled and potentially crash the computer. Characters are best to use ellipsoids.

At this time, mesh movement and rotation are not supported, and once they are supported it should only be used for things like elevators, doors, etc.

A new feature is on the way:
Ellipsoid to Ellipsoid collision

This should fix the problem you're having once the new version is released. As you'll be able to define your characters and cameras as ellipsoids and have them collide with one another, and at the same time have your characters and camera collide with the world mesh.

I created a block of code that may act as a bad fix for your problem (using the current DLL), but here's the code anyhow:



The above code would do the following:
-The camera object(s) collide against the world using ellip-2-mesh collision
-The camera object(s) collide against the alien object(s) using ellip-2-mesh collision
-The alien object(s) collide against the world using ellip-2-mesh collision

Again, this is generally a bad idea as the aliens are defined as a mesh in one definition and will put a heavy load on memory. That is why we are developing the ellip-2-ellip collision.

Something to look forward to.

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
Brian C
22
Years of Service
User Offline
Joined: 22nd Oct 2003
Location:
Posted: 10th Nov 2003 12:50
Nuclearglory,

This is hilarious. Your code snippet was exactly what I had tried yesterday morning - right down to the Type definitions, their numbers and SetCollisionPro strings. Before I read your post. I got the idea from the comments in your source. It didn't work though. The alien still ran through the walls. Perhaps you can't define an object both ways?

Anyhow, I'll sit tight and wait for the ellip-2-ellip addition and see if that fixes the problem.

Brian
dugzilla
22
Years of Service
User Offline
Joined: 5th Aug 2003
Location:
Posted: 10th Nov 2003 14:30
Thanks for replying NuclearGlory.
I've been out of town and haven't been able to play around with the
null object\invisible thing. Offset feature would be great!
I'll post back Later...Dugzilla

Login to post a reply

Server time is: 2026-07-26 17:37:08
Your offset time is: 2026-07-26 17:37:08