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DarkBASIC Professional Discussion / the hell of BSP COLLISION HIT

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Dr OcCuLt
23
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Joined: 27th Nov 2002
Location: a Dark Deep Dark pit, it dark in here
Posted: 17th Mar 2003 17:00
do`s any one now a good way of have movemet on a BSP map i can get get the BSP COLLISION HIT to work at all.

here is a code for falling on a BSP can any one tell me if these is a bug in may code that i can`t see.



--Dr 0--
Rob K
Retired Moderator
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Location: Surrey, United Kingdom
Posted: 17th Mar 2003 17:12
BSP COLLISION HIT works perfectly. Personally though I recommend using the BSP COLLISION X, BSP COLLISION Y and BSP COLLISION Z commands as these give a higher degree of finess.

Current Project: Retro Compo. Entry.
Dr OcCuLt
23
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Location: a Dark Deep Dark pit, it dark in here
Posted: 18th Mar 2003 01:56
i`v try printing BSP COLLISION X,Y and Z but thay pass back -1.#IND if there is no hit and i not get a any thing out of COLLISION HIT.

any way the code i`v post had a typo.



--Dr 0--
the architect
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Location: United Kingdom
Posted: 18th Mar 2003 23:19
Try using Q3 maps instead of HL. Mine work perfectly.

Dr OcCuLt
23
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Location: a Dark Deep Dark pit, it dark in here
Posted: 18th Mar 2003 23:50
i testing it on the free map u get in DBpro you now ikzdm1.bsp and no one nows if it a Q3 or HL map?


--Dr 0--
Morales
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Posted: 20th Mar 2003 07:27
hi look in the help files in bsp
copy what it does in there
Dr OcCuLt
23
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Location: a Dark Deep Dark pit, it dark in here
Posted: 20th Mar 2003 14:48
i`v did all the step i can find in the help files and that not help.

--Dr 0--
APEXnow
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Posted: 16th Apr 2003 01:06
I've already posted a similar problem. I've created, successfully, Simple square BSP file with Hammer v3.4 and it loads into DBPro with no probs. I can navigate around, using BSP CAMERA COLLISION no problems. But, if I create a simple sphere and place it onto the BSP map file in DBPro, move it around using keyboard control to position the sphere with simulated gravity. BSP COLLISION HIT on Patch 4 seems to be functioning incorrectly. Please see the code for a test using this exact process. Any help would be grand.

There are 10 types of people, there are people who understand binary, and there those who don't
Dr OcCuLt
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Posted: 16th Apr 2003 02:02
i did figer it out in the end.but the thred been dead for week so i never post the code.thantks any way.

--Dr 0--


Most people are other people.Their thoughts are someone else`s opinions,thier lives a mimicry,their passions a quotation
Oscar Wilde
Chenak
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Location: United Kingdom
Posted: 16th Apr 2003 02:10
BSP works fine for me most of the time, but sometimes the camera shoots straight through the floor at random moments, its damn annoying. I heard is was a DBpro bug and was going to be fixed in patch 5

Once you start down the Dark Path, forever will it dominate your destiny...
APEXnow
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Posted: 16th Apr 2003 02:13
I know this is milking the cow but could you post that snippet, maybe it's something I'm doing. I just can't seem to get BSP COLLISION HIT to return true? Cheers

There are 10 types of people, there are people who understand binary, and there those who don't
AndyUK
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Posted: 16th Apr 2003 02:14
what are the values returned but "bsp collision x,y,z" ???

i mean.. what do i do with them/measurment..

| P4 2.4(533) | 512DDR(333) | GF4Ti4200 64MB | WinXP Home Sp1 | Cup of CoffeE |
APEXnow
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Posted: 16th Apr 2003 02:29
From what I can see, setting the object position that collided with BSP geometry to the values from the three functions, causes the object to slide around the obstruction rather than penetrate it. But, because my code snippet never executes the condition to set the values from the BSP COLLISION pos functions, I can't see how they should work correctly. According to the documentation, these values are only valid after a true condition from BSP COLLISION HIT. Hope that makes sence

There are 10 types of people, there are people who understand binary, and there those who don't
AndyUK
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Posted: 16th Apr 2003 03:02
yeah i can see what u mean.. but why is it, WHILE i move my oject down through "space", the collision y for example displays 0.10006567 ?? <-- this is also the amount of units i move the object down every loop cycle -- i dont understand the value its giving me.

| P4 2.4(533) | 512DDR(333) | GF4Ti4200 64MB | WinXP Home Sp1 | Cup of CoffeE |
Dr OcCuLt
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Posted: 17th Apr 2003 02:21
this is how i got the BSP COLLISION HIT to work.it the work when the SET BSP COLLISION is in the move FUNCTION but not whene it in the setup FUNCTION???

--Dr 0--


Most people are other people.Their thoughts are someone else`s opinions,thier lives a mimicry,their passions a quotation
Oscar Wilde
APEXnow
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Posted: 17th Apr 2003 04:12
Dr OcCuLt, which Patch version of DBPro are you using? The other thing is, If you look at my test example further up this forum list, I don't get any response from BSP COLLISION HIT at all, not even from the BSP COLLISION X/Y/Z functions after performing the test. I'm using Patch 4 and I do realize that this is a speed improvement patch only, but the test program fails on previous versions too. It must be something I'm doing because I've tried almost everything without trying to complicate the test program. Give it a go anyway if you can and let me know how you get on. All the help is much appreciated .

There are 10 types of people, there are people who understand binary, and there those who don't
Dr OcCuLt
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Posted: 17th Apr 2003 18:03
yes BSP COLLISION X/Y/Z do not do any theng if the last BSP COLLISION HIT is 0. I`m uesing P-4 and i got my to work by back enging the tutorials.

--Dr 0--


Most people are other people.Their thoughts are someone else`s opinions,thier lives a mimicry,their passions a quotation
Oscar Wilde
APEXnow
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Posted: 17th Apr 2003 18:29
Dr OcCuLt, could you direct me to that tutorial, if I can see where I'm going wrong with my stuff, I can work around it, but I need a frame of reference otherwise I'm at a dead end. Your help is most appreciated :o)

There are 10 types of people. Those who understand binary and those who don't

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