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Xtreme3d V2


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#61 pj357

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Posted 20 September 2006 - 11:29 AM

For some reason x3d doesn't work with *.jpg's
EDIT: and ObjectSetMaterial() didn't work, I get an 'unexpected error' message

Edited by pj357, 20 September 2006 - 11:36 AM.

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#62 Mauros

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Posted 20 September 2006 - 01:08 PM

PLZ RISP!!i now with V2
i create an 3d model and it work(wall), but if i add an object(home) the home have the texture of wall plz helppppppppppppp!|!!!!
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#63 mysticlore_staff

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Posted 21 September 2006 - 12:03 AM

to answer your question mauros

in x3d don't apply your textures with the game
let the 3d model know the paths

when you apply the texture with x3d you tell it to only map that texture
and if you have a house and maybe 2 textures (ie roof.jpg wall.jpg) that kinda stuff

otherwise i dont know

EDIT: sorry if it doesnt make sense

Edited by mysticlore_staff, 21 September 2006 - 01:06 AM.

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#64 DJB MASTER

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Posted 21 September 2006 - 12:15 AM

Good i just wish you wouldn't of changed the function names again...I just started learning v1 so i have to learn it all over again.

Unless there is a reason why you had to change the function names ... i apologize.
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#65 Brandnew

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Posted 21 September 2006 - 02:30 AM

very well!! I think this dll is starting to be better than GMI, balancing coding "easiness" with good effects and speed.
10/10 :D
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#66 Maxinston

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Posted 21 September 2006 - 11:00 AM

i have nothing to say 10/10
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#67 Mauros

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Posted 21 September 2006 - 12:14 PM

resolt thanks!!!!
i have anhoder problem.. not a problem but.. how i change the view distance??? it is very short!!
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#68 Obiki_San

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Posted 21 September 2006 - 05:08 PM

Xception should reply to his feedbacks more often =). Oh well Busy Busy.

Hey, the engine is great and with a bit of study (thanks to some documentation and examples) , You could pretty much teach yourself how the system works. I've tested and it handles perfectly. My only problem is with Actors/Animation.

I've imported my .ms3d or .smd in the game and it shows very well with the bones in tacked. But the animation doesn't play at all. So i've decided to import it as .md2 or .md3 and the animation plays but the motion is VERY slow (not fps) and also the bones are no long generated.

Suggestion:
Perhaps you could add a funtion to Set Frame or Animation Speed of the current Actor and I could generate my own animation sequence from there.

Question:
I haven't tried yet, but before I commit valuable time. Is it possible to attach a Joint from the ODE engine to a Joint from your model? If so, that'll be awesome!

Besides the animation, it's a good .dll and I'd really like to work with it if I could speed up the animaions.
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#69 Bami

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Posted 21 September 2006 - 05:39 PM

Xception should reply to his feedbacks more often =).  Oh well Busy Busy.

Hey, the engine is great and with a bit of study (thanks to some documentation and examples) , You could pretty much teach yourself how the system works.  I've tested and it handles perfectly.  My only problem is with Actors/Animation.

I've imported my .ms3d or .smd in the game and it shows very well with the bones in tacked.  But the animation doesn't play at all. 

.ms3d animations cannot have multiple bones per vertex (so this is for turrets of tanks). SMD animations SHOULD load when you added the animation file with ActorAddObject(actor,'path/to/animation.smd')

So i've decided to import it as .md2 or .md3 and the animation plays but the motion is VERY slow (not fps) and also the bones are no long generated.

ActorSetInterval(actor, interval between frames in milliseconds)
You can change the speed of animations with that function. The interval basicly means the time between a frame and the next frame, so lower values give a faster animation.

Suggestion:
Perhaps you could add a funtion to Set Frame or Animation Speed of the current Actor and I could generate my own animation sequence from there.

You could just rotate the bones each frame to your liking. Needs lots of trial and error, but will be worth it in the end?
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#70 Mauros

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Posted 21 September 2006 - 07:42 PM

how to use MaterialSetDiffuseColor?
i write MaterialSetDIffuseColor('Panda',c_red,0)
but the material don't change....
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#71 Obiki_San

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Posted 21 September 2006 - 07:46 PM

Hey thanks Bami, That solves all problems. I've actually come to edit my recent post about ActorSetInterval() i just found. For some reason i must have overlooked the script.

About the .smd, thanks for that information. I would assume if i use the .smd file as animated, I could still munipulate the bones?

Edit: Works like a charm.

:) Time to develope some test runs!

Edited by Obiki_San, 21 September 2006 - 08:38 PM.

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#72 Mauros

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Posted 21 September 2006 - 07:47 PM

another problem :) how go to next room?
it don't work..
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#73 Spector_sc

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Posted 22 September 2006 - 01:33 AM

Alright, forget the question I asked. I didnt even KNOW Anim8or could export to .3ds.

About the topic: From what me and my friend have tested, it has far more capability than GameMaker's 3D functions, and more importantly takes MUCH less power to do it. Cant wait to see what I can do with it. :)

Edited by Spector_sc, 22 September 2006 - 03:07 AM.

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#74 Mauros

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Posted 22 September 2006 - 12:03 PM

uff no reply..

in short:

ObjectDestroy(Object) don't work
ObjectSetMaterial() Work
SetMaterialDIffuse/abient/ecc/Color() Don't work


How go to next room?
How change an object?
hot show an text on screen?
how change the draw distance?
PLZ RESPOND!!! :)

Edited by Mauros, 22 September 2006 - 12:45 PM.

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#75 Dazed and Cold

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Posted 22 September 2006 - 03:45 PM

Mauros  Posted Today, 12:06 PM
  uff no reply..

in short:

ObjectDestroy(Object) don't work
ObjectSetMaterial() Work
SetMaterialDIffuse/abient/ecc/Color() Don't work


How go to next room?
How change an object?
hot show an text on screen?
how change the draw distance?
PLZ RESPOND!!! sad.gif


In about 4 of the examples it shows how to draw text on the screen...
just mimic that... its pretty easy
second of all..... X3d doesnt use Draw event.. for the text it uses the Step event to refresh it...
third of all... Object destroy works to my knowledge... what u do is.... under a objects destroy event do
ObjectDestroy(actor); or ObjectDestroy(theobjectcreatedinthecreateevent);
Lol.... and it will destroy it

Anymore questions post em...
i only have a few for Xception..

one of them is..

"WHY DID U NOT ADD SOME GOOD ERROR DETECTION!! DANG U!! "
lol :)


anyways thanks xception
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#76 Mauros

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Posted 22 September 2006 - 05:08 PM

!)Text Resolt
2) i have use ObjectDestroy(cube) (cube=Freeformcreate ecc)
but the game crash...
and MaterialSetDIffuseColor don't work.. any help?
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#77 zyvolution

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Posted 23 September 2006 - 07:12 AM

IT doesnt work.
On my pc :)
The previous x3d works very well.
My system specs:
p4 2.4 ghz winxp home
256 mb-ram
nvidia g-force mx 440
I only get unnexpected error running the game/
With any of the examples.
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#78 Mauros

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Posted 23 September 2006 - 12:08 PM

i have resolt a lot of the problem, thanks!

@Z:??? i have:
3gh
asus 9250 (ati radeon 9250) 256 mb
189g hard disk :)
1 gb Ram.. work...
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#79 LostShards

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Posted 23 September 2006 - 05:17 PM

Anyone get CameraSetDistanceToTarget(camera,distance) to work? I set my camera target to an object, and i can rotate the camera around it, but there is no affect when using CameraSetDistanceToTarget() method/script/function w/e...

Note: CameraGetDistanceToTarget() WORKS.


Another Note: using the set distance does not set the distance to the target. From what I have tested, it takes the distance it is already to the target, then multiplies the distance inputed by the set distance script! This really needs to be fixed! It should be setting a distance between the camera and the target, not compounding the distances between them...!

Edited by LostShards, 23 September 2006 - 09:03 PM.

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#80 Tofp

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Posted 23 September 2006 - 06:45 PM

here
http://www.myexample...com.ua/surf.gm6

is it possible to make thing like this to change texture in xtreme3d2?(for terrain or floor)
i want to make something like crimsonland in 3d/.
.or is posible to make textures for xtreme3d2 from gm surface(without using
surface_save(global.surf,'texture.bmp') )
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