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Moco - Models & Collisions


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#1 Xception

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Posted 12 December 2006 - 03:52 PM

Name: Moco - Models & Collisions

Production Stage: Alpha

Download:
<REMOVED : LINKS TO SPAM>

Description:
Allows you to import Deled 3D editor 3D scenes with automatic collision response, all with GM's native 3D , no 3D render window is put on top of GM.
The scenes have to be triangulated to work correctly.

Features:
importing DeleD 3D dmf scene fileformat
reading dmf light attributes
swept sphere sliding collisions with gravity using octree for speed performance
swept ellipsoid sliding and bouncing collisions with gravity and friction using octree for speed performance
octree raycast intersections
sphere to sphere collision detection
find out collision results like positions, normals and more

Press ctrl to jump, wasd to move , mouse to look around
Actually you can switch with B sliding/bounce mode but you will only see a difference when jumping because for wall bumping I had to use the acceleration function and not the move function.

This example only shows a part of the dll's functions.


Edited by Nocturne, 16 February 2017 - 08:55 AM.

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#2 Jeggi

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Posted 12 December 2006 - 05:12 PM

Nice engine !
I ran with 200-600 fps on my computer
Specs:
2600 xp+
1 Gb ram
geforce 6600

Im looking forward to see how this will end !
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#3 Kettling

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Posted 12 December 2006 - 06:34 PM

steady 580-600 on my computer, looks very good! well done

( Pentium IV HT 3,4 ghz
1gb ram
really fast videocard (ati radeon, not sure which))
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#4 player 1

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Posted 12 December 2006 - 06:43 PM

:(

Very Good

I get a edy 70 fps.
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#5 coolsmile

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Posted 13 December 2006 - 02:39 AM

Very nice job on this dll :), extremely useful and I got 180 - 300 fps on my laptop. It has an not so good grahpics card, but it is dual core :( 3.7 GHz :)
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#6 Xception

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Posted 13 December 2006 - 12:18 PM

Thank you.
And if you want to try it with other Deled files watch out that these are triangulated.
To triangulate the scene in Deled select all objects, select triangulate and check all polygons in selection.
The dll does not load the textures, you have to load the right textures into backgrounds.
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#7 Jeggi

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Posted 13 December 2006 - 03:55 PM

The dll does not load the textures, you have to load the right textures into backgrounds.

Yeah, I noticed that. Is that something that is impossible to make, or can we expect this in a later version ?
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#8 Tofp

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Posted 13 December 2006 - 05:51 PM

cool!
350 fps - athlon 2500+ xp,512 mb,radeon 9600pro.
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#9 Joysurrender

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Posted 13 December 2006 - 07:37 PM

very nice engine.. FPS: I don't remember, sorry :huh: .
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#10 Fungames

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Posted 14 December 2006 - 01:08 AM

DAMN!!!!!!!!!
600FPS!!!!!
1 GB of ram,64 AMD ATHLION,Readon x200
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#11 Xception

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Posted 14 December 2006 - 12:45 PM

Yeah, I noticed that. Is that something that is impossible to make, or can we expect this in a later version ?

Actually it's already possible to do.
There are functions to get the texture file of the model and to get the index of the model's texture.
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#12 weirdo_studios

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Posted 14 December 2006 - 01:22 PM

no you dont have dual 3,7
anyway nice game engine

Edited by weirdo_studios, 14 December 2006 - 01:22 PM.

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#13 Tera4d

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Posted 14 December 2006 - 05:53 PM

I like it very much ^_^
But can it also laod animations?
Or is dmf a non animating static format?
I get a 70 fps :huh:
I h8 my crap pc.
I have this:
Amd Athlon XP 2800+ (3.0 ghz)
512 mb-ram
Nvidia Geforce FX 5200 (128 mb)
The problem is my 3d card i am getting so freaking angry of that stupid card and i dont have money for a better one.
But i like this :(
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#14 Elmernite

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Posted 14 December 2006 - 06:26 PM

Very nice! This is what gm 3d has been needing. I can't wait for it to be finished and with documentation. Keep it up!
-Elmernite
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#15 The eleventh plague of Egypt

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Posted 14 December 2006 - 10:59 PM

70 FPS

Pentium 4 1.4
383 Mb of RAM
NVIDIA FX 5500

I can't jump on blocks: when i release movement keys I fall down; I can't even reach the center of the block...
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#16 Elmernite

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Posted 14 December 2006 - 11:06 PM

I think thats because your hitting the roof.
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#17 The eleventh plague of Egypt

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Posted 14 December 2006 - 11:36 PM

hum...maybe, anyway I'm on the ground floor, and the example should allow to jump on blocks :)

Ah, nice example: will this be in the next version of Xtreme 3d ?

Edited by The eleventh plague of Egypt, 14 December 2006 - 11:42 PM.

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#18 Xception

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Posted 15 December 2006 - 12:37 PM

For all who get "only" 70 fps: the room speed is set to 70 !!!!!!!!!!!!!!!!!!!!!!!!!!!
You can jump on the blocks/crates but the ceiling stops you from doing it.
Either make smaller crates or a higher ceiling or a smaller collision ellipsoid for the camera.

It can't load animations, dms is a static mesh format.
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#19 Jesper

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Posted 15 December 2006 - 12:46 PM

This is a very nice dll you made, with perfect collisions and model loading. But would there be a possibility of creating those collision scripts for GameMaker without using a dll?
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#20 xygthop3

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Posted 15 December 2006 - 10:06 PM

Great job once again! This is just perfect.

I got 760-840 FPS

AMD Athlon 64 3800+
2Gb DDR Ram
Radeon 9600XT 128MB
200Gb SATA HDD
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#21 Indecom4000

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Posted 16 December 2006 - 09:48 AM

i really like this. my fps is useless to note cus of my piece of crap computer, but this awesome!

Edited by Indecom4000, 16 December 2006 - 09:50 AM.

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#22 GmDude66

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Posted 17 December 2006 - 11:02 PM

Great engine man!


lol, a little FYI though:

"Moco" in Spanish means snot...

http://google.com/translate_t

Edited by GmDude66, 17 December 2006 - 11:09 PM.

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#23 IamCalle

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Posted 18 December 2006 - 01:23 AM

"Moco" in Spanish means snot...

- You just had to mention that. :)

Anyway, sweet engine you have there. :) -I will try to stand by on this project.
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#24 Xception

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Posted 18 December 2006 - 12:05 PM

"Moco" in Spanish means snot...


I know, that's why I called it MoCo. :GM109:

I just implemented a zone culling system with that you can use really huge levels without speed loss.
I only need to build a really huge level now before I can release it.
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#25 Indecom4000

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Posted 18 December 2006 - 12:49 PM

how do we know what backgrounds are gonna be what texture in our level. also, how do we get position and level scale to be at a playable size? i tried a sample deled file, but it was huge, like the door was a hundred feet high, and the messed up textures.
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#26 Xception

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Posted 18 December 2006 - 01:24 PM

Like I said a few posts above, there exist two functions to get the texture index and the texture filename of a model in the scene.

also, how do we get position and level scale to be at a playable size? i tried a sample deled file, but it was huge, like the door was a hundred feet high, and the messed up textures.


When you increase the size of the collision ellipsoid you won't assume anymore that the door is a hundred feet high.
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#27 Elmernite

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Posted 28 December 2006 - 08:41 PM

You haven't stopped working on it have you? The thing we need the most is descriptions of all of the functions.
-Elmernite
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#28 Potnop

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Posted 29 December 2006 - 02:02 AM

Heh ran 70 FPS on a fairly crappy gfx card. ATI Radeon Xress 200. It's an onboard chip. 256 MB Vram tho... Anyway, it's a slightly crappy GPU so 70 FPS is not bad.
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#29 xygthop3

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Posted 29 December 2006 - 02:43 AM

Hey, just wanted to say that I am loving this DLL more and more everyday. And was just hoping you could answer a couple of questions for me.

What functions should I use collision checking for AI?

Is it the ECActor or the SCActor functions?

Or is it not possible as yet.

And if it is possible is there precise collision checking between the players actor and and AI actor.

Many thanks.

Edited by xygthop3, 01 January 2007 - 08:13 PM.

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#30 qwertyuiop23

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Posted 01 January 2007 - 05:51 AM

This DLL is amazing. I was just having alot of trouble with doing the textures and was wondering if someone could explain in more detail how they work so that people can make the right amount or put them in the correct order
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#31 IamCalle

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Posted 01 January 2007 - 01:37 PM

Any updates soon?
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#32 xygthop3

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Posted 06 January 2007 - 10:25 AM

I would really like to see some documentation for all the scripts for this DLL. Thanks heaps.
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#33 Elmernite

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Posted 08 January 2007 - 08:13 PM

Has he stopped working on it? Will there be no documentation?
-Elmernite
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#34 Xception

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Posted 09 January 2007 - 01:18 PM

I'm still working on it.
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#35 xygthop3

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Posted 09 January 2007 - 08:25 PM

How about my question in post #29?
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#36 Xception

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Posted 10 January 2007 - 01:37 PM

What exactly do you mean with AI actor and AI collisions?
Do you mean collisions with enemies?
Basically functions starting with EC are for elliptical collisions and functions starting with SC are for spherical collisions.
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#37 xygthop3

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Posted 11 January 2007 - 08:00 AM

Excellent, thats what I really wanted to know, many thanks.

Do you have an ETA on some documentation?
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#38 Xception

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Posted 11 January 2007 - 11:54 AM

ETA?
Euskadi Ta Askatasuna?

Well, when I finished playing Dungeon Siege I will continue with this and write a documentation.
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#39 GmDude66

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Posted 12 January 2007 - 12:32 AM

Can't wait for your next release man

This even runs well on my crap PC :)
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#40 Elmernite

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Posted 13 January 2007 - 06:07 PM

Great!
Can't wait for the finished product. This is about the only thing that would ever let me get into Gm's 3d.
-Elmernite

Edited by Elmernite, 17 January 2007 - 06:57 PM.

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#41 Xception

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Posted 17 January 2007 - 03:37 PM

I have uploaded a new version, same link as old version, so look at post 1.

It shows you how to load the textures dynamically and let's you load scenes correctly which use meshes with more than 1024 vertices.
The example now uses spherical sliding collisions and is more commented but still has no real documentation.
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#42 Elmernite

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Posted 17 January 2007 - 06:57 PM

Wow! Thats amazing! I ran through the whole level and the lowest I could ever get it was 54 fps. (that was only for a brief flash and then it was back up in its 60-70 fps range)

This will open up whole new depths to GM 3D. Now model collisons will be so much easier. Thanks for the extra comments. It's easier to understand now.

-Elmernite
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#43 GmDude66

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Posted 17 January 2007 - 11:31 PM

Wow, this new version looks GREAT!
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#44 xygthop3

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Posted 18 January 2007 - 08:35 PM

Looking good once again!, Great work on using external textures and Thank you SO much for allowing more then 1024 vertices. Quake 3 levels look great .
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#45 Xception

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Posted 22 January 2007 - 12:11 PM

The problem now is that Deled does not export normals and Game Maker does not build normals automatically.
So you can't light your scene unless you calculate the normals yourself.
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#46 Elmernite

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Posted 22 January 2007 - 01:30 PM

Can you load a lightmapped level? (Or is that what you ment?)
-Elmernite

Edited by Elmernite, 22 January 2007 - 01:31 PM.

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#47 RiChArD_fLoOd

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Posted 22 January 2007 - 11:58 PM

well i guess i beat everyone with my top frame rate of 31 fps!!!!! good engine btw
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#48 Xception

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Posted 24 January 2007 - 03:06 PM

Well, I have now added a way to calculate the triangle normals, that means lighting will be correct but not smooth.
And I added lightmap coordinates import function.
So you will be able to use lightmapped levels, too.
And the documentation is about 90% finished.
When the documentation is 100% finished I will upload the new version.
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#49 xygthop3

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Posted 24 January 2007 - 07:51 PM

I am really looking forward to it ^_^
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#50 IamCalle

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Posted 25 January 2007 - 03:14 PM

Indeed!
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