ok.. does anyone know how to fix example 5 in p3dc version 6.1? because it doesnt work since p3dc_set_modrot() and i can not figure out how to use it... thanks
I have the same problem, can anyone reply? Can brett14 reply?
Posted 02 June 2012 - 05:20 PM
ok.. does anyone know how to fix example 5 in p3dc version 6.1? because it doesnt work since p3dc_set_modrot() and i can not figure out how to use it... thanks
Posted 09 June 2012 - 08:32 PM
Edited by GamePro, 09 June 2012 - 08:54 PM.
Posted 04 July 2012 - 02:33 PM
Which is a height map type terrain. If your engine can handle height maps then show it. This is a very basic height map. If your engine can handle enough triangles to make the ground smooth and have tunnels and bridges and things like that then show us that. And you say that the engine handles model to model collisions, but you don't even show that at all. It's simply NOT possible to notice if the collision mask model is a qube or sphere in a axis parallel environment. Is a cube the most complex model you could think of? Do a 1000 tri+ scorpion in 3rd person view or something like that. If your .dll is as qood as you say then you are showing the performance of a fighter jet in a garage -.- And btw, who needs model to model collisions? Only if you are making a game with vehicles you need it, and then you MUST be able to totate the model. For fps you want sphere (or possibly cylinder) to model collisions, it's much faster. Having a collision mask model of your character is just annoying when you get stuck because your finger is sticking out. You can only control your body as 1 single piece, so the mask should be 1 piece and as simple as possible.
Posted 28 August 2012 - 09:47 PM
Posted 23 September 2012 - 03:50 AM
Posted 05 October 2012 - 07:47 PM
Posted 07 October 2012 - 11:01 AM
Brett14, could you explain a little about these "Accelerated Collisions"? It appears that there are two sets of scripts, one for "still" models, and one for "split" models. What exactly does splitting a model (and its collisions) do?
Or if that's too long to answer, is "splitting/accelerated collisions" usually a good thing to do?
Posted 08 October 2012 - 07:17 PM
I can imagine cases with very low-poly models where splitting would probably not really be an optimization .. Either way, I'll split the big stuff. Thanks again!Not splitting shouldn't even be an option :Q
Posted 13 October 2012 - 10:31 AM
Posted 13 November 2012 - 01:14 AM
Has anyone managed to get this working in gm Studio?
All the examples cause the GameMakerStudio:Runner to crash instantly at startup.
Posted 13 November 2012 - 02:03 AM
p3dc_init(); model = p3dc_begin_model(); p3dc_end_model();
p3dc_init(); model = p3dc_begin_model(); p3dc_add_block(-1, -1, 0, 1, 1, 2); p3dc_end_model();
Posted 27 November 2012 - 11:08 AM
Adding anything to a model causes it to crash in GM: Studio. For example, this code works:
p3dc_init(); model = p3dc_begin_model(); p3dc_end_model();
but not this:p3dc_init(); model = p3dc_begin_model(); p3dc_add_block(-1, -1, 0, 1, 1, 2); p3dc_end_model();
I recompiled the dll to no effect.
Posted 28 March 2013 - 04:55 PM
First off, i would like to say that P3DC is a powerful tool.
This is for those that are having trouble understanding p3dc_set_modrot and p3dc_ray_rotation.
To solve it:
1. Make sure you have p3dc v6.1
2. Find the script p3dc_ray_rotation
3. Go to the last line and change it to this:
return external_call(global.p3dc_mrr,argument0,argument1,argument2,argument3,argument4,argument5,argument6,argument7,argument8,argument9);
Now the script is fixed. To use it do this:
p3dc_set_modrot(degtorad(xrotation),degtorad(yrotation),degtorad(zrotation))
//pardon my variables and crap, just do the ray rotation like you would do the p3dc_ray(). For more help look at the commented
//sections of the scripts
dist=p3dc_ray_rotation(global.box_collision,x,y,0,player1.x,player1.y,player1.z,mx,my,mz)
if dist<100000
{
//do stuff because it was hit
}
I hope this helps people, it took me a long time to figure out why the script wasn't working.
Posted 30 March 2013 - 10:32 PM
First off, i would like to say that P3DC is a powerful tool.
This is for those that are having trouble understanding p3dc_set_modrot and p3dc_ray_rotation.
<snip>awesomeness<snip>
I hope this helps people, it took me a long time to figure out why the script wasn't working.
Thank you! Man, you don't know how long that's been bugging me, P3DC is so much more efficient than my homemade concoction, and now I can use it for what I want it... finally.
Cheers Fishman!
and thanks Brett!
Posted 30 March 2013 - 10:46 PM
Did anyone get this working with Studio yet?
Edit: Changing all the dll function call types from dll_stdcall to dll_cdecl makes this dll work in Studio.
Edited by Venomous, 08 April 2013 - 10:58 PM.
Posted 19 May 2013 - 05:33 PM
Doesn't make it work for me. The very first line errors out.
global.p3dc_bdm = external_define(n,"bdm",dll_cdecl,ty_real,0);
0 members, 0 guests, 0 anonymous users