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DLL Talk / NGC Rotation Problems!

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Pricey
21
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Joined: 22nd Feb 2003
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Posted: 25th Aug 2005 11:43


Can anyone find an explanation for this odd behavior?

:: 3Ghz Pentium 4 / Hyper Threading, 1024mb RAM, 250GB HDD, 256mb Radeon 9600XT Graphics ::

:: Current Project: Quest ::
Lost in Thought
20
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 25th Aug 2005 12:28
It is a bug in the collision system not knowing properly how DBP rotates meshs. Some angles rotate and work perfectly while other angles throw NGC off. This along with the fact that if you invert the vert order of each polygon in the object (draws it inside out) and place your player inside the object it seems to work alot better, makes me think it is a bug with the way NGC stores the data or something in regards to the offset. V3 was supposed to fix this but failed in that and most other areas of collision. Now v4 is supposed to fix that and the bugs in v3. Since NG actually has a 3d engine to test it in, I think V4 will perform quite well. On another note, I have found a work around that works with most objects by modifying the include file for NGC. If you will not be rotating the object after entering it into the collision system, I can probably get it working for you. If this will help you, send me the model to test and an example source that is failing (so I can see what angles and positions you will be using). I will see what I can come up with.

Pricey
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Posted: 26th Aug 2005 14:17
wow, thanks

i'll package them into a zip and send you it later!

heh, thanks

:: 3Ghz Pentium 4 / Hyper Threading, 1024mb RAM, 250GB HDD, 256mb Radeon 9600XT Graphics ::

:: Current Project: Quest ::
Lost in Thought
20
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 26th Aug 2005 22:43
Cool. It shouldn't take me long (assuming I don't have to work late when you send it to me).

Lost in Thought
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Joined: 4th Feb 2004
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Posted: 29th Aug 2005 06:52
There is no need in sending the model. There is a very simple fix that I overlooked earlier. If you are not going to rotate the object after entering it into the collisions system (like for object setup/placement/level loading) all you have to do is call fix object pivot on it.



This fixed all models that I have tried and at all rotations. No need to modify anything in the NGC include.

Pricey
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Joined: 22nd Feb 2003
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Posted: 30th Aug 2005 13:47
Hey, hey, hey!

Thanks alot, I'll try that later thankyou!

This is the second time you've helped me with collision in my game! Thankyou so much!

:: 3Ghz Pentium 4 / Hyper Threading, 1024mb RAM, 250GB HDD, 256mb Radeon 9600XT Graphics ::

:: Current Project: Quest ::
Lost in Thought
20
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 30th Aug 2005 13:58
Glad I could help. I just try to help as many people as I can while waiting on DBP bug fixs for my game as I have grown very tired of work arounds, when the fixs are more than likely simple, if they could just get the time to focus on DBP for a bit

Pricey
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Posted: 31st Aug 2005 11:56
that actually didn't work, but i found a better solution in using TURNOBJECTRIGHTPRO() instead ^^

thanks anyways!

:: 3Ghz Pentium 4 / Hyper Threading, 1024mb RAM, 250GB HDD, 256mb Radeon 9600XT Graphics ::

:: Current Project: Quest ::
Lost in Thought
20
Years of Service
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 31st Aug 2005 12:24
I forgot you were using v3 I only use v2.03 ATM lol.

Pricey
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Joined: 22nd Feb 2003
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Posted: 1st Sep 2005 15:28
lol, its all good now thanks

:: 3Ghz Pentium 4 / Hyper Threading, 1024mb RAM, 250GB HDD, 256mb Radeon 9600XT Graphics ::

:: Current Project: Quest ::

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