Useful desire.
#1
Posted 29 December 2011 - 08:01 PM
Suggestion: Gamemaker Sprite Editor should be able to draw sprites of a pixel size 0.1
#2
Posted 29 December 2011 - 08:12 PM
#3
Posted 29 December 2011 - 09:49 PM
That explains why I did not found any painting program that can draw less then 1 pixel.Don't be silly... How can you draw a sprite that's a fraction of a pixel...
3D models Require sprites in GM to enable collision functions. After receiving numerous complains about low speed and high recourse usage of the car sample I made. I actually tried GTA car models. I realised GTA car models are really small which need very small sprites to create collision. I promised members that I will make a GTA V style sample so I cannot use big models which consume lots of computer.No idea why you'd want this.
This suggestion is useless in my situation.I suggest just scaling things, or doing it in real 3D - one or the other
The real alternative solution: Remove the use of sprites in d3d models for collision. Collision of d3d should be with the model appearance, size and perimeter. It is ridiculous that you need sprites for collision events in d3d models.
Edited by japjap, 29 December 2011 - 10:08 PM.
#4
Posted 30 December 2011 - 02:23 AM
That explains why I did not found any painting program that can draw less then 1 pixel.
Don't be silly... How can you draw a sprite that's a fraction of a pixel...3D models Require sprites in GM to enable collision functions. After receiving numerous complains about low speed and high recourse usage of the car sample I made. I actually tried GTA car models. I realised GTA car models are really small which need very small sprites to create collision. I promised members that I will make a GTA V style sample so I cannot use big models which consume lots of computer.No idea why you'd want this.
This suggestion is useless in my situation.I suggest just scaling things, or doing it in real 3D - one or the other
The real alternative solution: Remove the use of sprites in d3d models for collision. Collision of d3d should be with the model appearance, size and perimeter. It is ridiculous that you need sprites for collision events in d3d models.
Remember that GM isn't really meant for 3d. The 2d collisions that are available to use while drawing 3d is a possible method. But nothing is stopping you from using another collision detection method. I'd recommend starting out with simple spheres and capsules. They are really quick, and are somewhat accurate, similar to how bounding boxes/diamond/circle are with 2d collisions. You could also try tri-tri collisions, but that is probably overkill, and is likely very slow in GM, depending on how complex the models are. A last alternative would be to use a extension or dll. For example, (if you go with lower version 8.0) you can use the GMOgre3d dll. It provides a different 3d engine, and physics to go along with it if I'm not mistaken. It is a far stretch from the simple gml/d&d GM provides, but it is a viable alternative. There are other dlls as well, though I think that GMOgre3d is probably the best, at least as far as the rendering side goes.
#5
Posted 30 December 2011 - 03:54 AM
Oh my goodness this is awesome.
The car model should be about 64x32.
#6
Posted 30 December 2011 - 11:40 AM
Update your gm8 licence to the latets version.Remember that GM isn't really meant for 3d.
Are you joking?There are other dlls as well, though I think that GMOgre3d is probably the best, at least as far as the rendering side goes.
I have to contradict your essay.Also, they want models that are small Poly Count! Not physical SIZE.
When I make the car 20 times bigger I have to make the terrain 20 times bigger.
This will result in 15 minutes loading time.
And when I Make the terrain 20 times bigger I have to make the rivers, city, people, pets, roads and the rest 20 times bigger.
You understand that Rockstar is not stupid for using tiny minuscule 3D models without any reason.
Mike.Dailly@ As for gamemaker tiny litle 3d models are displayed fine without quality loss. Just zoom in the camera. I would appreciate if you changed the collision function. Please discuss this matter with Russell, Scott and Sandy. The collision of d3d should be done by the model appearance, perimeter and size.
#7
Posted 30 December 2011 - 12:30 PM
#8
Posted 30 December 2011 - 02:19 PM
Big J@ ignore them let them have fun and lets us stick to the topic. Don’t give trolls attention.Obvious troll is obvious.
Kburkhart84@ & time4dan@ I understand you are young and inexperienced in this cruel world. But take my advice.
If two people are having a conversion you should not interfere like this. It is so unprofessional. If it is really importend you can start with escuse me but....or sorry but I blieve...
Before this topic totally goes of track: Mike.Dailly@ Please discuss this matter with Russell, Scott, Sandy and other staff. The collision of d3d should be done by the model appearance, size and perimiter and not with a sprite.
#9
Posted 30 December 2011 - 02:53 PM
#10
Posted 30 December 2011 - 02:57 PM
I'm not really sure what happens if you attempt to divide a pixel. Should be something like splitting an atom or dividing by 0. Good luck and remember to wear safety goggles!Which can easily be done if I could make a sprite of 1/10th of a pixel in game maker.
#11
Posted 30 December 2011 - 05:16 PM
Big J those who still use GM6 pro because they do not want to pay for GM8 should not discuss in this forum. This only concerns those who have a valid licence of GM which allows them to update. And new update fixes only benefit those who have a paid licence.Hehe, japjap being obvious troll... is obvious.
Have I landed on the wrong side of the GMC again?I'm not really sure what happens if you attempt to divide a pixel. Should be something like splitting an atom or dividing by 0. Good luck and remember to wear safety goggles!
Jakobs@ thanks for the safety warning. But if you will read the other posts of mine you will see I changed my mind
Now please stop spamming my topic until Russell,Mike,Sandy or scott reads this and confirms the note. For those who want to be funny should post after YOYO staffs confirms the receiving of my suggestion notes.
The real alternative solution: Remove the use of sprites in d3d models for collision. Collision of d3d should be with the model appearance, size and perimeter.
#12
Posted 30 December 2011 - 05:35 PM
Make the sprite size appear 10X bigger in D3D mode when running\testing the game.
I believe this is more easy for you to do then adding a non sprite collision system. So please just do it. Fulfil our new year desire.
#13
Posted 30 December 2011 - 07:08 PM
japjap for the love of Game Maker please do stop it. This is unbelievably dumb, everything you're saying.
Models in GM should be about the same size their sprite would be in 3D. Blocks should be able 32x32x32, cars about 64x32x32.
Also I have no clue what the hell you're talking about with most of your posts. I don't know if you were trying to genuinely insult me, or just really being a troll, but either one is not generally considered good manners.
#14
Posted 30 December 2011 - 07:35 PM
As for 3D collisions; no. Not in GM8.x
The collisions system is 2D sprite based, and is for 2D games. if you want 3D collisions, then use GML to write them. I don't know why you want to use sprites in 3D mode if your doing a full 3D game. If your doing 2.5D (like GTA 1, or GTA2) then you "could" use the built in collisions, then just "draw" them in 3D mode. But I wouldn't do that either.
I think you really need to sit down and think what you want/need, because most of this topic is rubbish - as asking for a sprite that's a 1/10 of a pixel indicates.
Please, go and think about it before posting and demanding stuff form YoYo that we're never going to do - or that's impossible.
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