Gmi Update
#21
Posted 15 April 2005 - 09:18 PM
This is... wow... this is AWESOME! It runs really fast for my computer (up to 45 FPS in the per pixel lighting and it never went lower than 40!). The many functions make this very usable.
The only thing I don't like is the window that pops up and then goes away. Also, the terrain collision seems "choppy"... It took a bit to climb a hill and I would get "popping" back and forth... Maybe it's my computer tho.
I'm gonna use this in Armed Assault : Special Forces!
GREAT DLL!
#22
Posted 15 April 2005 - 11:39 PM
-Steve
#23
Posted 16 April 2005 - 05:23 AM
#24
Posted 16 April 2005 - 06:03 AM
Nice dll . . .
but what's the *.csm
Edited by Ne_Ar, 16 April 2005 - 06:04 AM.
#25
Posted 16 April 2005 - 10:27 AM
#26
Posted 16 April 2005 - 06:32 PM
I thought I am ready to make my first 3D game using your old Xtreme3D.
You surprized me with a totaly new and better 3D engine. Guess I need to start studying it and delay making my little game a bit.
The only thing that I would suggest you to add is a group of simplified commands. Like:
world=Load_world("world1.3ds")One piece of code that initialize everything if not initialized and loads the file afterwards (Something like, a beginner vesion). Just an opinion though.PS: Don't stop surprizing us, you realy made GM DLLs rich with that addition =)
#27
Posted 16 April 2005 - 09:58 PM
Just make a script with those scripts linked from it
-Steve
#28
Posted 16 April 2005 - 10:32 PM
Xtreme3D is not worse than GMI.Funny.
I thought I am ready to make my first 3D game using your old Xtreme3D.
You surprized me with a totaly new and better 3D engine. Guess I need to start studying it and delay making my little game a bit.
It has features that GMI does not have like Lensflares, Skydome, built in 3D objects(cubes, spheres,...) and some more.
So if you started your game with Xtreme3D you should finsih it with it, just my opinion.
#29
Posted 16 April 2005 - 11:10 PM
I have worked for some time with xtreme3d, and the only drawbacks are the lack of speed (no mipmapping, it runs in openGL and other stuff) and that it runs in gm5, but you can make very nice games with it. I still prefer xtreme3d over a couple of reasons, mainly because it can import .png and .md3, and its basicly very simple if you get the hang of it.
#30
Posted 17 April 2005 - 03:52 AM
When I put several imps in the GMI game, it slows down very much! Xtreme3D can handle more than those polygons with no problem! Am I missing something?
#31
Posted 17 April 2005 - 10:29 PM
No, you don't miss anything.Xtreme3D can handle more than those polygons with no problem! Am I missing something?
Don't put to many dynamic objects(enemies) in one place.
If they are not in the same place they are culled and it's faster.
The static level uses an octree and shouldn't cause too many speed problems.
Xtreme3D can render more polygons at the same speed.
#32
Posted 18 April 2005 - 04:10 AM
Edited by KILL-CODE, 18 April 2005 - 04:12 AM.
#33
Posted 18 April 2005 - 08:14 PM
I don'T think that it is even free to support or you can'T use it at all.
There are no existing converters or importers for max format.
And if you are using 3DS MAX then you can use the my3d format for lightmapped levels.
For animated objects there is a md2 exporter for MAX.
I use my own md2 exporter for Cinema 4D.
The level in the zip file is made with Cartography Shop, not with C4D.
#34
Posted 18 April 2005 - 08:21 PM
but i use LMts, and that works also
#35
Posted 18 April 2005 - 10:27 PM
Is there a way to check if the palce under the camera is empty or not? Like in a platform game, when you jump you check if you are on the ground, that is mostly what I am wanting to do here...
Also, I have been trying to make a bullet when it comes into collision with the terrain to destroy its-self. But I cannot find a function that checks this...
#36
Posted 18 April 2005 - 10:28 PM
I had trouble with my3d, dunno why...
but i use LMts, and that works also
I only had trouble with Giles my3d exported levels.
But I can load them now, too.
With Giles my3D I have to add textures and lightmap to the zip archive but the level must be outside of the archive.
And the lightmaps have to be named "objectnameLightingMap.tga" or any other image extension suported by Irrlicht.
Strange, but that'S the only way I got it to work with textures and lightmaps.
Max my3d levels cannot have sub materials.
That means you should not or only attach models if they use the same texture.
That means you have to use as many lightmaps as textures.
If you modeled the scene and placed the lights you select everything and choose render to texture, add lightmap, choose diffuse channel and render and export as my3d with internal lightmaps.
put the my3d level in the zip archive and don'T forget the "./" when yo load the level
cr_isFalling returns if the attached scene node is falling, if it is not falling then you are on the ground.Is there a way to check if the palce under the camera is empty or not? Like in a platform game, when you jump you check if you are on the ground, that is mostly what I am wanting to do here...
Edited by Xception, 18 April 2005 - 10:30 PM.
#37
Posted 18 April 2005 - 11:07 PM
I just noticed that I am almost the only person asking questions
People are asking all sorts of questions over at my forum about it.
http://s8.invisionfr...p?showtopic=744
The question about the bullet colliding with the terrain might be answered, or the place to find the proper answer pointed to, over at http://s8.invisionfr...p?showtopic=744
I found your question worth repeating in that topic as well, since surely others will wish to know this also.
#38
Posted 18 April 2005 - 11:31 PM
cr_isFalling returns if the attached scene node is falling, if it is not falling then you are on the ground.
What node would I use? I thought you would use the camera node, but when I do that it doesn't work...
global.camera = sm_addCameraFPS(0,100,300);
So I put that in cr_isFalling...
if cr_isFalling(global.camera) == false
{//actions}
Edited by KILL-CODE, 19 April 2005 - 12:45 AM.
#39
Posted 19 April 2005 - 01:31 AM
But...
A few questions:
1. In your opinion, which engine can handle more and run faster GMI or Xtreme3D?
2. Are all of the functions in the GM port the same as the ones in the origianal Irrlicht engine (so I can use their tutorials to learn it)?
3. If the functions aren't the same, will there be a tutorial for it (whether from you or from others)?
Thanks for this totally awesome Irrlicht engine, and once again I'm gonna say this is an awesome engine, great job!
P.S. I did search all of the forums for this before I posted
Edited by avanderveen, 19 April 2005 - 01:31 AM.
#40
Posted 19 April 2005 - 01:38 AM
2. Are all of the functions in the GM port the same as the ones in the origianal Irrlicht engine (so I can use their tutorials to learn it)?
Yes. He even used the same names exactly.
Go to http://irrlicht.sourceforge.net/ and click on tutorials to learn the basics, and also check out their API for help.
As for your first question, I believe GMI obviously has far more things than Xtreme does.
Neither Xception nor MACARRAUM have their own official forums, but they both post over at the forum rooms I created for them.
If everyone interested in GMI all gathered in one area designed for them, it would probably help all of us out, everyone contributing what they know to the community.
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