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3 Dimensional Chat / 3D Physics Question

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Bmad6
20
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Joined: 25th Aug 2005
Location: Virginia, United States
Posted: 21st Jun 2006 08:45
I bought Nuclear Glory, so I have just about every collision method, and have bought EZRotate too. However, I'm starting a project, and have some questions about how to do some physics-related 3d things in DBPro, and was wondering how you guys did them.

I would be incredibly thankful if anybody could help with any of these, because I've been wrestling with them for forever, and please keep in mind that my expectation are VERY low, because of my great inability to get anywhere on these, so ANY input would be much appreciated, even if it is just to suggest a command or something.

1 - When you hit a wall, the game could easily just detect the collision and move you back to your previous position. However, this means that if you graze anything on the map, you'll stop dead. My question is:
How do you make a model (character or otherwise) move around a map and have them slide along the surface of, for example, a wall that they hit, as they touch it?

2 - I know that intersect object will allow you to detect an impact with an object along a trajectory, for bullets and things, if you know the object number. However, how do you find out which object it will hit, or, even harder, which limb? (is that even possible?)

3 - When you detect a collision with an object, either with a trajectory-type collision (like bullets or paintball splatters) or normal impacts (like a car crashing) and you want to make a dent or mark, there are 3 ways to show this that I can think of. The first is vertexdata, to make a dent, which, actualy, wouldn't be too hard - just find the closest point. The second is a single poly with an image on it, to make, for example, a bullet hole. One problem I can think of, though, is that you would have to know the normals of the impact point, which I can only image accomplishing through vertexdata. The third is to somehow paste a transparent image onto the objects texture. Has anybody successfully implemented any of these strategies, or used another I haven't thought of? And what about vertexdata's UV components?

4 - Is it possible to have move either a single face or all the faces of an object, or somehow make new objects out of them, in order to get a shattering effect?

5 - Is it possible to use vertexdata or something to have parts of an object disappear or something, in response to, for example, an explosion, as if they were destroyed?

TIA,
bmad6

Black Mesa
20
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Joined: 25th Mar 2006
Location:
Posted: 21st Jun 2006 20:40
Even though you are technically right as this forum is sussposed to be all 3d related, its more of a modeling forum. Try asking in the DBP or DBC forums.
Bmad6
20
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Joined: 25th Aug 2005
Location: Virginia, United States
Posted: 21st Jun 2006 21:42 Edited at: 22nd Jun 2006 04:41
Ok, thanks - could a moderator or something please move this then? I don't want to double-post...

UPDATE:

Also, does anybody here know how to create either rag doll physics or convert between local and global rotation?

Bmad6
20
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Joined: 25th Aug 2005
Location: Virginia, United States
Posted: 23rd Jun 2006 20:25
*bump*

And, could a mod or someone plz move this to the dbpro forum?

Oddmind
22
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Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 23rd Jun 2006 20:27
not alot of mods hang around here anymore we kinda scared em off ...

might wanna just go ahead and re post, then let this one die naturally.

formerly KrazyJimmy

I'm the lizard king, I can do anything.
Seppuku Arts
Moderator
21
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 24th Jun 2006 00:52
Quote: "not alot of mods hang around here anymore we kinda scared em off "


Scared? Mods feel happy knowing we behave, well thats what THEY thimk Or yeah possibly scared, I mean some of us on this forum have strange ways of thinking, I mean you're called Oddmind, that says something

But no doubt a mod will see this within good time, sometimes patience is needed on this forum.

I would answer your question, but its been a year since I've used Nuclear glory and I've deleted it and forgotten everything I knew about it I am afraid. I have only just started to learn ODE physics, then I got into some other tools and left it for the moment, for the games I have in mind at the moment, the only physics I need is collision and gravity

I am sparticus and so is my wife
zircher
23
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 24th Jun 2006 05:57
Well, with the exception of that happy [long chain of explitives deleted] that banned me for talking about how to export GMAX files.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
QuothTheRaven
23
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Joined: 2nd Oct 2002
Location: United States
Posted: 24th Jun 2006 09:34
Quote: "1, 2, 3 "

I'm pretty sure Nuclear Glory comes with a sliding collision example which will fully answer all of these questions. Have you looked into that?

Quote: "4 - Is it possible to have move either a single face or all the faces of an object, or somehow make new objects out of them, in order to get a shattering effect?"

Yes. There was an old tank demo program that broke apart a sphere into individual faces and moved them away from the center for an explosion type dealy. It's possible, but I'm not sure how. One option you could do is just animate the explosion of the model in a 3d program and just play the object in game.

Quote: "5 - Is it possible to use vertexdata or something to have parts of an object disappear or something, in response to, for example, an explosion, as if they were destroyed?"

Yes, you can delete individual faces, using memblocks I think. Again, something that's beyond me.

Bmad6
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Joined: 25th Aug 2005
Location: Virginia, United States
Posted: 24th Jun 2006 23:19 Edited at: 24th Jun 2006 23:20
@QuothTheRaven:

1,2,3 - No, I haven't - thanx for the advice, I'll take a look.

4 - I'll have to do it the hard way, because I use Anim8or to model 3ds and it doesn't export animations.

5 - Thanks, I'll look into that. I've never been much good with memblocks, though, because I've never used them much, so I'll have to learn a lot there...

Thanks a ton for everything!

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