Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / Collision ... the hard way for my levels?

Author
Message
TogaMario
22
Years of Service
User Offline
Joined: 30th Jan 2003
Location:
Posted: 4th Mar 2003 10:54
2 questions here, hope it's not overload. I'm setting up my level editor to add .X files as all game props and buildings. Problem is, box collision on X files makes it difficult to enter them. Can I (or will I have to) make a mode for the level editor that lets the creator make a box (visible and ghosted), stretch it to a wall size and thickness, then whenever i save all the data to a file, make a collision box, the size of the boxes created earlier, and delete the original boxes?

And, anyone have suggestions for floor objects? or stairs? Once again, i'm making it all from .X files, except terrain, so i'm not clear on how my players will walk on castle walls, or if i have to code a new collision detection for surfaces that are not terrain, and will be walked on.

Thanks guys, as always, I am at the mercy of the DB Forum users
P.S. This is what the alphabet would look like if Q and R were eliminated.
Kangaroo2
22
Years of Service
User Offline
Joined: 26th Sep 2002
Location: United Kingdom
Posted: 4th Mar 2003 21:53
It depends what type of game your are making and how accuracte the collision detection needs to be. For example in a fps you could have an invisible grid system, or as you say make walls from boxes and detect collision with them. Any mathematical way without actual collision detection will be fastest, what type of game r u making?

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
Attreid
22
Years of Service
User Offline
Joined: 27th Nov 2002
Location:
Posted: 4th Mar 2003 22:04
hmm, you should use bsp ; there are some good editors
if you really want to use .x, there's a way, but very ... odd

can cut your levels : the verticals objects in one x and the others ( the floors ) in an other x file
you load the two objects, and when there's a collision with the ground, you position your player a but more up ; and if there's a collision with the walls, you position your player in his previons coordinates
but it isn't a very good system

I'm following John, but I'm not john.
Lol, it is funnier in french
the architect
22
Years of Service
User Offline
Joined: 6th Jan 2003
Location: United Kingdom
Posted: 5th Mar 2003 00:03
If you are making indoor or street scenes I highly recommend using BSP. It is very fast, supports lightmaps and there are some excellant editors that are free.

I recommend Quark 6.3. It is intimidating to use at first but trust me. When u master it...very glorious indeed. Also Lee Bamber promises improvements to the BSP command range.

Quarke has a link in the resources section under BSP.
I also recommend Gensurf for adding irregular landscape type maps to your BSP.

You will need to have Q2, Q3, Half life or RTCW to make bitmaps which work in DBPro. I use Q3 because then creating my own textures is easy. Just make jpeg images where as HL expects you to make WAD files.

TogaMario
22
Years of Service
User Offline
Joined: 30th Jan 2003
Location:
Posted: 5th Mar 2003 01:07
Well, the case is ... I'm making a FPS AND 3rd person (switchable) action game, that is based mostly outside, but has buildings such as castles, and of course, castle walls ... It's definitely ... unique (a pain in the ass) And I'm going to have to make a level editor for my friends to use to help make the levels (because i'm not doing it all myself) and the levels are slightly large, so I want the option to turn off things outside of visible range (which is already working) ... Thanks!

P.S. This is what the alphabet would look like if Q and R were eliminated.
TogaMario
22
Years of Service
User Offline
Joined: 30th Jan 2003
Location:
Posted: 5th Mar 2003 06:08
How about I do this, make two types of collision flags in my editor. Floor and Wall. The floor collision box will handle code to reposition the object to the top of the box, and the wall code will just use my (already made) sliding collision code. Would that work?

P.S. This is what the alphabet would look like if Q and R were eliminated.
Beta1
22
Years of Service
User Offline
Joined: 28th Dec 2002
Location:
Posted: 5th Mar 2003 18:39
Sounds like the indoor/outdoor problem I'm having.
I'm doing a vehicle game and would like to have "dismounted" posibilites too. I have working elastic collisions for when you drive into a wall but its not up to letting you walk into a doorway (but then as its designed for a vehicle thats not suprising)

All I can say is good luck.

TogaMario
22
Years of Service
User Offline
Joined: 30th Jan 2003
Location:
Posted: 6th Mar 2003 04:38
there must be some way, even if I have to check THREE collisions at once. (One at head, one in torso, one in feet) I just don't know how in the world to begin that. I thought I could position a box right at the floor of my building, and inc Y#, get object collision y() for my detection, but I think the object that detects collision is too low ... so i set up a sphere, set it at his feet, and make it invisible, hoping that, now, object 99 will be detecting whether or not my model should be placed higher (on top of the box in the floor) ... but for some reason, the object i place for testing collision won't work. I think it's because the models intersect, and that turns off the collision detection, or something ... I don't know! Someone help!

P.S. This is what the alphabet would look like if Q and R were eliminated.
TogaMario
22
Years of Service
User Offline
Joined: 30th Jan 2003
Location:
Posted: 6th Mar 2003 04:40
Please, don't tell me i'm pioneering and i've only had this thing for a month!

P.S. This is what the alphabet would look like if Q and R were eliminated.

Login to post a reply

Server time is: 2025-05-18 22:58:06
Your offset time is: 2025-05-18 22:58:06