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DRYAD
23
Years of Service
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Joined: 20th Dec 2002
Location: Greece
Posted: 31st Mar 2003 22:56
i was having some big problems.
i made a world in x format.
i use the following command
control camera using arrow keys for moving the camera
set object collision to pollygons 1,1,1
and the set automatic camera collision on
but the collision doesn work properly.
then i made another thinking.
i use thrird person camera.
i make a sphere and i set camera to follow the sphere.
i put collisions on sphere, but again the collisions doesnt work so properly.
please i need any help,any help.
any code or idea to help me please???
thanks in advance
MrTAToad
23
Years of Service
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 31st Mar 2003 22:57
It wont because the world is one big .X file, with the ball within it, hence no collision...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
DRYAD
23
Years of Service
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Joined: 20th Dec 2002
Location: Greece
Posted: 31st Mar 2003 23:04
the collision is working because i set object collision to polygons,
but it dont works very nice.
any other idea?

indi
23
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 1st Apr 2003 04:23
look on the code snippets board for a x file collision example by kensupen

Kangaroo2
23
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 1st Apr 2003 04:49
http://www.nuclearglory.com have a very nice Dll that deals with this and adds sliding collision. It works with DB 1.13, DBP 3.1 and DBP 4

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
MrTAToad
23
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 1st Apr 2003 11:23
Can it detect indiviual parts of .X files ?

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Bulleyes
23
Years of Service
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 1st Apr 2003 12:41
Hmmm.... so any suggestion if I wanna develop an indoor FPS like Quake without using BSP (as I heard BSP was very buggy). Do I create all the objects in the world like walls, crates, rocks, trees, etc., each of them in an individual .X file, and then position each of them manually using POSITION OBJECT? Wouldn't it be very messy when I need to position each these objects manually everytime the world is loaded?

How about collision detection against the world? Do I perform collision detection with EVERY objects in the world everytime the player makes a move? Wouldn't it be very inefficient?

Any good suggestion on this?? Thanks!

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
MrTAToad
23
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 1st Apr 2003 13:08
Well, from my test of having an object inside a city (one big .X file), I found that having one big .X file doesn't work (collision wise) - each part that you want detectable has to be a seperate .X object, and positioned seperately.

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Kangaroo2
23
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 2nd Apr 2003 01:30
Usually I would suggest using separate parts and detcting collisions with all of them, but the Dll I mentioned allows you to build a whole level from and *.x and just detct collision with that.

Toady - It basically just detects collision with the object as a whole, but it can return the position and angle of the collision

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
MrTAToad
23
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 2nd Apr 2003 10:19
So, unfortunately for cities etc, it will have to be split into several .X files....

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Kangaroo2
23
Years of Service
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 2nd Apr 2003 12:03
Not necessarily - you could build a whole city and just slide collision of it, then place invisible boxes around each building or whatever to tell if a person is at that building - it would obviously dependwhat kind of game you were making

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
Bulleyes
23
Years of Service
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 3rd Apr 2003 13:22
Kangaroo2, the DLL that you mentioned looks cool. But I couldn't find it. Can you give me a direct link to it? Thanks a lot!

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
MrTAToad
23
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 3rd Apr 2003 14:30
Rather a lot of work positioning collision boxes...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Kangaroo2
23
Years of Service
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 6th Apr 2003 14:02
http://www.nuclearglory.com/developer/db/kdll.html

I have a feeling the 'Kevin' mentioned is called Sonic in these boards? Kudos 2 him

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
SonicBoom
23
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Joined: 26th Nov 2002
Location:
Posted: 7th Apr 2003 03:43
Kangaroo2: Cheers mate but it was a joint effort With Matthew DeWalt, Administrator of the NuclearGlory Facility (mucho kudos). Kudos also to the many fine members of this board and the RGT who helped, particularly with the C++ code, and not least MrTAToad himself

I'm planning an updated release of the library in due course but not until my game gets finished (it's been like over a year in the making!)

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