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Newcomers DBPro Corner / For fans of Warhammer 40K plus a question

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SimonDR
21
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Joined: 18th May 2003
Location: United Kingdom
Posted: 4th Jul 2003 00:58 Edited at: 4th Jul 2003 01:07
I'm writing this out again as it mucked up the firrst time.
sorry.
Back in a tick.
SimonDR
21
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Joined: 18th May 2003
Location: United Kingdom
Posted: 4th Jul 2003 01:17 Edited at: 4th Jul 2003 01:19
Hi all.

I have just got DBPro and i am very impressed with it.
I have DBC and messed about with it but didn't do much with it as there wasn't an easy way of getting Lightwave objects converted and used in the programme (i didn't think so amyway), but now there is and you can do a lot more with it as well.

I have been mucking about with it just now and decided to reduce the amount of polygons i had on a model i made of the Eldar Revenant Titan i created and want to buid a game with that in it.

Basically what the problem is, is when i go to move around the object the camera only goes forward so far then stops and only moves to the left and stops, it doesn't keep going over the whole matrix.

No matter where the object is the camera stops at the same place all the time and even when there is no object there neither.

It is probably something so simple taht it is stairing me in the face but remember i have just started with pro and haven't done anything in classic for a long time.

Here is the zip file with the .exe in it so you can see what i mean:
http://www.simon97.btinternet.co.uk/test.zip

The code is here as well.

Now the game.

I have decided whether it will be a fps where you play the titan or where you play a soldier or where you can play both and swap between them at sertain places or certain levels but this will be in it.

It looks pretty good seing it from a soldiers point of veiw.

I will also be including a Warhound and Imperator Titan in the game as well,as well as vehicles,aircraft and probably Tyranids.

What would be cool is to have a game which is like playing the tabletop version where you can look down on all your troops, move them as you would in the game but the would walk/run/fly etc if they were real and when battle begins make it look like a proper battle or even swap it to a fps view but that is way out of my league just now but i will be keeping it in mind.

As i have other commitments i probably won't be working on it every minute of the day but when i do have time i will get something done and i will let you know how it is coming on.

Thanks again for any help.

ps. you can see the high polygon model of the Revenant i made by clicking on my website link at the bottom of this message. It also is not complete and will probably be re-made sometime.
Thanks.
ifman1
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Joined: 3rd Jul 2003
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Posted: 4th Jul 2003 03:08 Edited at: 4th Jul 2003 03:08
Well, 2 things...
1. I didn't see the source in the link so I don't know why you can't move past the huge robot model.
2. Nice Model! Did you do that?

Dave J
Retired Moderator
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Location: Secret Military Pub, Down Under
Posted: 4th Jul 2003 04:13 Edited at: 4th Jul 2003 04:16
Yeah, I was thinking just the other day that a FPS Warhammer game would rock. Maybe play a lone special character and go at it or a squad of terminators or something. In any case, your idea still sounds cool and those are some bloody awesome models (I especially like the Land Raider).

I'll take a look at your code now to see if I can pinpoint the problem.

"Computers are useless they can only give you answers."
Dave J
Retired Moderator
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Location: Secret Military Pub, Down Under
Posted: 4th Jul 2003 04:23 Edited at: 4th Jul 2003 04:42
Your first problem is that you're not updating your matrix after randomizing it:



Should show the matrix randomized now (side note: 125 isn't very much in your scale (barely noticable) so you might want to randomize it more).

Finally, you've written 2 limitations to your roaming space, look at your code:



This particular line:

"If XTest#>0 and XTest#<10000 and ZTest#>0 and ZTest#<10000"

is preventing you from going past the x and z axes as well as preventing you going past 10000 away from the Z and X. Hence, your problem. I'm guessing you think the edge of the matrix is created on 0,0 but this is not the case, the matrix's center is 0,0 and that's why you can't get passed. Simply change it to something like this:



And Voila! Also do the same for walking backwards, left, and right and it should work. Note: I got the 50,000 value from the size you created your matrix (100,000 / 2 because it's evenly distributed on both sides of the axis), if you ever change the size of your matrix then you will need to change it again. Likewise if you add another matrix then you'll need to make it larger yet again.

"Computers are useless they can only give you answers."
Megaman Zero
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Joined: 25th Jan 2003
Location: United States
Posted: 4th Jul 2003 07:08
Aww, & I was hoping to make a 40k FPS at one point, so I could play my friends online, just like in the 40k half life mod Rival Species.

BTW, a 40k FPS game has been done, but it was done by fans & ran off the half life engine. http://www.rivalspecies.com. I hope I did that link right.

The game was fun as heck to play, the problem was it was kind of glitchy in the programming department, & the game needed some work.

If you download Rival Species, I have one thing to say, if you include multiplayer like in RS, if the player has a jump pack, either 1. disable the jump pack when the player has the object or 2. Drop the object if the player tries to jump with it.

You will notice this mainly in the eldar level of this game, the game will be over quickly if you dont figure it out.

The Shadow Guyver
http://heero_yuy1983.tripod.com/
[urlhttp://www.geocities.com/randolf_okeefe/index.html[/url]
SimonDR
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Joined: 18th May 2003
Location: United Kingdom
Posted: 4th Jul 2003 13:58
ifman1:

1) You can see the code in the "source" box at the bottom of the message.

2) Yes i creatde the model although it is far from finished (still a couple of things to be added, textures to be created, polycount to come down a bit more)

Exeat:

Thanks for the comments on the models. I'll be adding the Land Raider as well when i get round to reduceing the polygons on it.

Thanks for the help with the code. Most of it was just copied from tutorials out there and was just used to see how the model looked using the engine.

Next time i will look into it a bit more so i know exactly what is happening.

I will probaly use an .x model for the matrix when i start making the game but just now i amjust mucking about.

Thanks again for your time and help.

Shadow Guyver:

I have seen Rival Species but the only thing is it is for multiplayer, where i am after a single player game (can't wait for Fire Warrior to come out).
There are a few multiplayer WH40K games out but RS looks the best (i'll have to have a game of it sometime).
Dave J
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Posted: 4th Jul 2003 16:34
Yeah, the first time I saw RS though, straight away I noticed the models looked sort of like "Lego Men" and that put me off. lol.

"Computers are useless they can only give you answers."

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