I just looked up some info on the Quake BSP file format, and it doesn't look very complicated.
I bet Game Maker can easily read it, but then there's the question: can Game Maker handle the detail.
The GML vertex functions can probably deal with the planes, but isn't it too much?
My experiences with GM's 3D engine aren't very well.
Also, the collision checking could be a problem.
On the other hand, there are some neat BSP tools around like Valve Hammer Editor, so we won't have to use any annoying GML-based editors anymore.
So, the question is: would a huge number of vertices drop the fps too much?
Links:
"BSP" on Wikipedia
Quake Tech 1 format
Quake Tech 2 format
Quake Tech 3 format
Valve Source format
Yellowsix
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yellowsix
Member Since 21 Sep 2005Offline Last Active Apr 23 2011 06:06 PM
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Bsp In Game Maker
03 April 2008 - 08:25 AM
Console Command Parse Script
21 March 2008 - 12:27 PM
Replies to topics in this forum are held to a high standard. Reviews must have a critique or suggestion for use to be approved. Read the rules here.
Title: Console Command Parse Script
Description: Parses console commands like "kick some_spamming_n00b" or "restartserver". Parameters can be enclosed in singles qoutes, so you can use spaces.
File Type: BB Code codeblock
GM Version: Any
Link: NA
File Size: NA
Other Info:
Titles says all: it parses console-like commands.
- Uses switch for executing scripts
- Strings can be enclosed in quotes
var chunk, chunknum, enc; // Keep the variables inside this scriptchunknum = 1 // Initialize the number of chunkschunk[1] = "" // Initialize chunk 1 so that characters can be addedenc = 0 // Not enclosed at the momentfor ( i = 1; i <= string_length(argument0); i += 1 ){ if string_char_at( argument0, i ) = "'" // If there's a quote { enc = !enc // If the current part is enclosed, end the enclosement. Otherwise, start it. continue // Skip the quote } if !enc // If current part is not enclosed { if string_char_at( argument0, i ) = " " // If there's a space { chunknum += 1 // New chunk chunk[chunknum] = "" // Initialize new chunk continue // Skip space } } chunk[chunknum] += string_char_at( argument0, i ) // Add current character to the current chunk}//You can replace the following piece of code with your own!switch( chunk[1] ){ case "cmd1": cmd1(); break; // Execute script (no parameters) case "cmd2": if chunknum >= 2 cmd2( chunk[2] ); break; // Execute another with one string parameter case "cmd3": if chunknum >= 2 and chunk[2] = string_digits( chunk[2] ) cmd3( real( chunk[2] ) ); break; // This time with a real one}
Xinput Dll For Game Maker
20 February 2008 - 09:04 PM
Game Maker compatible XInput Dll (GMXInput)
Note: This project is discontinued, though it should not contain any bugs. Feel free to post if you run into a problem, but note that the support I can offer is limited, as it's been a long time since I created this Dll. I strongly recommend using Sinaz' extension if possible, which is linked in the note section below.
XInput is a DirectX input method designed for Xbox Controllers (in case you didn't know)
Since forum searches only resulted in a GEX extension for XInput support, and I'm still sticking with GM6.1 Registered, I made this Dll in Visual Studio with a little help of source codes.
Requirements
DirectX 9.0 or higher
Game Maker 6.1 Registered
For people playing your game:
Xbox 360 Wireless Controller with wireless receiver
Old rewired Xbox controller with XBCD driver might work too (I doubt it)
Benefits
Seperate trigger support instead of one axis (Z-axis)
Xbox Force Feedback support! (rumble)
Download
Release+Example
Source
Credits
Microsoft for DirectX 9 SDK
39ster for 39dll source code, which gave me a nice view on the Dll layout Game Maker supports. (exporting/importing doubles, etc.)
Notes
XInput GEX I noted: SinazXInput
Yellowsix
Note: This project is discontinued, though it should not contain any bugs. Feel free to post if you run into a problem, but note that the support I can offer is limited, as it's been a long time since I created this Dll. I strongly recommend using Sinaz' extension if possible, which is linked in the note section below.
XInput is a DirectX input method designed for Xbox Controllers (in case you didn't know)
Since forum searches only resulted in a GEX extension for XInput support, and I'm still sticking with GM6.1 Registered, I made this Dll in Visual Studio with a little help of source codes.
Requirements
DirectX 9.0 or higher
Game Maker 6.1 Registered
For people playing your game:
Xbox 360 Wireless Controller with wireless receiver
Old rewired Xbox controller with XBCD driver might work too (I doubt it)
Benefits
Seperate trigger support instead of one axis (Z-axis)
Xbox Force Feedback support! (rumble)
Download
Release+Example
Source
Credits
Microsoft for DirectX 9 SDK
39ster for 39dll source code, which gave me a nice view on the Dll layout Game Maker supports. (exporting/importing doubles, etc.)
Notes
XInput GEX I noted: SinazXInput
Yellowsix
Project X Source
28 May 2007 - 10:31 AM
I'm proud to give you the source of Project X, a little WIP (or more a demo) I made. (Original Topic)
In the original topic it gave good reactions, so you should be happy with it.
I'm releasing the source because I'm not really a "Game Maker" if you would call it that way. I'm more of a programmer. (though I also like to make graphic stuff)
You may modify the source and use it for a game. But you should NOT claim this as your own. Credit would be nice.
If you're giving credit, please use something like this: "Yellowsix for the Project X source"
Have fun with it!
Download Project X source
Yellowsix
In the original topic it gave good reactions, so you should be happy with it.
I'm releasing the source because I'm not really a "Game Maker" if you would call it that way. I'm more of a programmer. (though I also like to make graphic stuff)
You may modify the source and use it for a game. But you should NOT claim this as your own. Credit would be nice.
If you're giving credit, please use something like this: "Yellowsix for the Project X source"
Have fun with it!
Download Project X source
Yellowsix
Project X, For Source Use The Link In This Topic
23 May 2007 - 03:33 PM
Allright, I started on this thing today. I'm sure if i'll continue with it, but I think it's worth it.
It's really a more an engine then a WIP at the moment, but I think it's in the right place here.
It's just some sort of 'ball' that can double-jump and boost for a while. Use Z to boost and X to jump.
Screenies: (I don't if I'm using a good image host. ImageShack is very slow for me)


Download Project X.exe -0,8 MB-
Please tell me what you think of it.
I was wondering if the name "Pixel Panic" has a copyright, I think it has.
Yellowsix
[EDIT]
The source is released!
Source topic
Have fun with it!
It's really a more an engine then a WIP at the moment, but I think it's in the right place here.
It's just some sort of 'ball' that can double-jump and boost for a while. Use Z to boost and X to jump.
Screenies: (I don't if I'm using a good image host. ImageShack is very slow for me)


Download Project X.exe -0,8 MB-
Please tell me what you think of it.
I was wondering if the name "Pixel Panic" has a copyright, I think it has.
Yellowsix
[EDIT]
The source is released!
Source topic
Have fun with it!
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