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flysouth

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Posts posted by flysouth

  1. Looking at the navmesh documentation seems to indicate that the methods have been implemented in the AiPlayer class. What happens if I want an Ai controlled hover vehicle that can follow nav paths for example?

    All sane suggestions will be apreciated. :mrgreen:

  2. i can't see any logical reasoning for ngons personally, not even topology.

    It not that I set out to create ngons, but if you have a cube and bevel some of the edges you will see that many of the tools will create ngons.

    So the question is more about should I waste hours tracking them down and fixing them or will the engine just convert them to triangles and carry on without a problem

  3. why it should not work?

    Some tutorials I was going through said that certain game engines have problems with ngons and you will sometimes get strange artifacts.

    Thanks for the answers

  4. @andrewmac

    You and the others who originally responded to this literally ruined the discussion on the video

     

    The artwork and ideas shown in the movie are interesting and thought provoking.

    This is a game engine forum not a movie makers forum. So posting it here will result in members seeing it as a demo for the Unity Game Engine.

    Unity themselves are not saying that this is only good for film makers. No they are hoping that people assume that this is how their games could be too.

    Many forget that a movie only needs 30FPS to be good. Most of us here complain when our games get down to 30FPS. :lol:


    So do not see this as people attacking you, see this rather as a bunch of gamers / game creators commenting on a game demo not a movie demo

  5. This is becoming a war

    I have no issues with Unity. I am also not a Torque fanboy. My choice of Torque was simple... one of the few free engines that you can run on 32bit windows ;)


    I am just cynical of most of these demos. They all look amazing until you try it yourself and discover that you need very specific hardware.

    Some friends of mine have spent a fortune on PC's with twin graphic cards, tons or ram and top end CPU's only to find that certain games still run poorly if set to best settings. If you look at the demo videos they are just perfect.


    BTW did anyone notice the at 2:23 the one robot walks through the other? Look at screen on right

  6. @andrewmac

    They're releasing it soon so everyone can run it on their own machine.

     

    I wonder why they have not released it already. It would certainly give them a lot more advertising if they did.

    Could it be perhaps that not all is as it seems? :? I guess we will have to wait for that release and see lol

  7. The thing about a movie is that it is rendered on somebody elses machine. A game runs on your own machine. Do they say what the spec was of the computer used? It could be something that most people could not justify for game play - but can be justified for advertising your game engine :?:

  8. Thank for the explanation JeffR.

    I wish to create a 'vehicle' with various bits that attach as the game proceeds. Some of the bits need to be animated, but hopefully they are more than just an image ie. they can detect collisions etc.

    I have tried various things but apart from images everything else seems to have an issue staying in sync with the vehicle when it moves.

    For various reasons I dont really want to mod the C++ to get this working. I am currently busy with the artwork and am hoping ver 4 comes out soon and fixes some of my problems :lol:

  9. In T3D the ground cover does billboarding which I find does not look great when close to the player. In BFBC2 they seem to use a 2D ground cover which does not billboard but is just fixed at some random rotation

    Would it not be a good feature to allow a settable radius around the player / camera where the ground cover is just fixed at random rotations and beyond that it billboards?

  10. Fewer folks willing to pitch in on that front, longer it takes.

    It would be easier to get involved if there was some sort of class diagram so that one could get a better idea of how all the bits fit together.

    What I find strange is that many of these fixes have already been done by various people years ago but the fixes have never been put into the 'official' release.

    It seems almost that some of these things are being fixed again and again by different people :shock:

  11. Thanks Azaezel.

    I am trying to do this without modding the c++.

    I changed my above code to use a StaticShapeData object and I see it suffers with the same problem as the Turret. It does not stay in sync with the moving vehicle.

    This is so frustrating. What do people do with this engine?? Wait let me guess.... the change the c++ to make it work :(

    @JeffR - does version 4 sort this stuff out or does it just continue with more of the same?

  12. Okay I tried the following and it gave no errors but even though it shows that it is mounted to the vehicle, there is nothing visble on the vehicle.

    I just used a healthkit datablock

    datablock ItemData(Botx1)
    {
      category = "misc";
    mountPoint = 0;
      className = "Botx1";
      shapeFile = "art/shapes/BotStuff/botx1.DAE";
      mass = 2;
      friction = 1;
      elasticity = 0.3;
      emap = true;
      pickupName = "a small thing";
      repairAmount = 50;
    };
    

     

    I then tried mounting it with the following code:

    function Bot1::onAdd(%this, %obj)
    {
      Parent::onAdd(%this, %obj)
    
     ...
    
      %obj.Btx1 = new Item()
     {  
         dataBlock = Botx1;  
    };
     %obj.mountObject(%obj.Btx1, %this.SlotFront);	
    }
    

     

    Any ideas what I am doing wrong?

  13. Thanks for the suggestions.


    I have experimented with player mounting, weapon mounting and trurret mounting to vehicles.

    The turret mounting seems to be broken - it mounts but is out of sync with the vehicle and I could not get it to do anything.

    I also tested the image mounting which too works fine but is not what I am looking for.


    Yes I am looking to mount real objects such that they may have collisions. Some of them will have to be mounted on vehicles.


    I will do some tests based on the information above and post my findings or questions here later.

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