Good job Brett14.
Precise 3D Collisions Dll (P3DC.dll) V6.1
#301
Posted 23 August 2011 - 02:47 PM
Good job Brett14.
#302
Posted 27 August 2011 - 03:04 PM
Please can you help me with this because without these faster collisions, this project is gonna have to go down the toilet :/!
#303
Posted 29 August 2011 - 03:25 PM
If anyone ever(It doesn't count if I'm dead) need help with this you can ask me.
#304
Posted 29 August 2011 - 05:08 PM
@Brett14: Hi, im working on a zombies game atm and there is a slight problem to do with lag, basically the zombies have alot of collision checking to do however this makes the game lag, the example used the split feature however when i tried that on my map it didnt work... I read the scripts and it told me that the origin had to be 0,0,0 but either i just fell through the floor or the game stopped working, i also tried making all the values in the model positive but that still didnt work and the game just froze straight off :/
Please can you help me with this because without these faster collisions, this project is gonna have to go down the toilet :/!
Hey Michael, I had the same problem with maps created with model creator in my own game. There is an option in MC to add extra data to the model file, and this dll doesn't skip over that. What you have to do is remove the extra data from the model file once you are completely finished with it using a text editor. You need to remove the rest of the line after the first number on the second line.
#305
Posted 29 August 2011 - 07:06 PM
I Just wanted to say, thanks to this Dll, i managed to get 3D Motion planning working :D! It will all be revealed in my next game hehe!
Thanks alot Brett!
#306
Posted 06 September 2011 - 09:57 AM
I searched through the topic and did not find anyone asking about this:
Is it possible to load .obj files with another script, and use them as a collision model in P3DC?
#307
Posted 06 September 2011 - 04:37 PM
#308
Posted 06 September 2011 - 09:44 PM
Hi!
I searched through the topic and did not find anyone asking about this:
Is it possible to load .obj files with another script, and use them as a collision model in P3DC?
Just pre-convert them, and load them as a normal .mod model.
#309
Posted 06 September 2011 - 10:07 PM
#310
Posted 08 September 2011 - 11:09 AM
I DO!!! what'd you do? ill love you forever!!!OK.After 3 painful(for my fingers...)days(and nights...) I managed to make my map models work with P3DC!
If anyone ever(It doesn't count if I'm dead) need help with this you can ask me.
#311
Posted 08 September 2011 - 09:57 PM
OK MAN!I DO!!! what'd you do? ill love you forever!!!
OK.After 3 painful(for my fingers...)days(and nights...) I managed to make my map models work with P3DC!
If anyone ever(It doesn't count if I'm dead) need help with this you can ask me.
If you still want the guide on how to do that......w8 sever more dayz caus im dying wih so much bussiness...
^^Bad spelling cause my fingers still hurts^^^^
#312
Posted 26 September 2011 - 05:12 PM
But now i'm trying to figure out how to make collision on objects.
Could you please tell me how i do that?
In the examples there all handled in one object.
Edited by THE_GAME_EDITOR, 27 September 2011 - 11:11 AM.
#313
Posted 27 September 2011 - 12:02 PM
I got a basic collision with the floor to work.
But now i'm trying to figure out how to make collision on objects.
Could you please tell me how i do that?
In the examples there all handled in one object.
you should add all the masks to one global mask.
Or in the end/step even, run a loop through every object, changing the mask to collide with to that objects mask.
Edited by orange451, 27 September 2011 - 12:02 PM.
#314
Posted 28 September 2011 - 08:57 AM
Sorry, i forgot to tell you an important detail..
I got a basic collision with the floor to work.
But now i'm trying to figure out how to make collision on objects.
Could you please tell me how i do that?
In the examples there all handled in one object.
you should add all the masks to one global mask.
Or in the end/step even, run a loop through every object, changing the mask to collide with to that objects mask.
There are over 67206 fence pieces and i use deactivation behind fog.
But the first suggestion sounds good!
Could you tell me how should i do that in a clever way?
#315
Posted 28 September 2011 - 11:29 AM
Sorry, i forgot to tell you an important detail..
I got a basic collision with the floor to work.
But now i'm trying to figure out how to make collision on objects.
Could you please tell me how i do that?
In the examples there all handled in one object.
you should add all the masks to one global mask.
Or in the end/step even, run a loop through every object, changing the mask to collide with to that objects mask.
There are over 67206 fence pieces and i use deactivation behind fog.
But the first suggestion sounds good!
Could you tell me how should i do that in a clever way?
Same way you add a primitive to a non global mask. Just add a global variable.
You might want to look into using the split methods, if you're going to have that many objects.
#316
Posted 28 September 2011 - 03:40 PM
Haha, no! Not that many objects drawed at once.
Sorry, i forgot to tell you an important detail..
I got a basic collision with the floor to work.
But now i'm trying to figure out how to make collision on objects.
Could you please tell me how i do that?
In the examples there all handled in one object.
you should add all the masks to one global mask.
Or in the end/step even, run a loop through every object, changing the mask to collide with to that objects mask.
There are over 67206 fence pieces and i use deactivation behind fog.
But the first suggestion sounds good!
Could you tell me how should i do that in a clever way?
Same way you add a primitive to a non global mask. Just add a global variable.
You might want to look into using the split methods, if you're going to have that many objects.
Depending on were the player is the average object count is 127.
The scene has to look good but the object and poly count has to be as low as possible.
Before i decided to use this dll the game used one object for all collisions and sprites were the masks.. but i have no idea how i can get this to work.
Thanks anyway.
I will look for a solution.
#317
Posted 04 October 2011 - 04:37 PM
Edited by lostdarkwolf, 04 October 2011 - 04:38 PM.
#318
Posted 06 October 2011 - 07:37 AM
how do you guys get your damn models to work?!? tha_14 isnt telling me. i know your busy but 30 days with no result = no result. AND my internet gets shut off on Friday. PLEASE, SOMEONE, at LEAST tell me how you compile your models!!!!!!
Sorry man,truly but I'm very busy making money
I REALLY WANNA PRE-PURCHASE THAT MW3!!!!!
#319
Posted 08 October 2011 - 01:47 PM
xx=x+lengthdir_x(lengthdir_x(40,zdir),dir)
yy=y+lengthdir_y(lengthdir_x(40,zdir),dir)
zz=z+lengthdir_x(40,zdir+90)
dist=p3dc_ray(global.ground_col,0,0,0,x,y,z,xx-x,yy-y,zz-z);
if(dist>5){dist=5}
x+=lengthdir_x(lengthdir_x(dist,zdir),dir)
y+=lengthdir_y(lengthdir_x(dist,zdir),dir)
z+=lengthdir_x(dist,zdir+90)
<snip>
if dist<5
{
instance_destroy()
var;
smoke=instance_create(x,y,obj_smoke)
smoke.z=z
}
it detects a collision and destroys itself long before it should
#320
Posted 08 October 2011 - 01:52 PM
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