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DarkBASIC Discussion / doors??????

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pagio
23
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Posted: 15th Mar 2003 21:31
i build a model(house)with a door animation (open,close)the best way to triger the door to open is to make 2 models
1 house 1 door when the player colides with the door and pressing space the animation will play.is there a way to triger that without 2 seperated models?only house with the door in the same model but when the player colides with the door the door opens?something like hot spot?witch way is more easy?
Dont forget the retro games
Stevo
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Posted: 17th Mar 2003 13:46
Hi pagio, this is a simple answer I think, put an animation in your house model between the house and the door. And then triger the animation with Play object.. I think you can also say what direction to play the object as well, so you do it one way for opening and the other way for closing.

indi
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Location: Earth, Brisbane, Australia
Posted: 17th Mar 2003 15:32
stevo i got a better one for you.

make the house with limbs.

once u have isolated the door as a limb and placed the offset of the doors centrepoint to the hinge side in the 3d package, export it as an x file with the limbs.

You dont have to rely on the internal animations then

u can then use the ROTATE LIMB command and make the door swing open at any speed u want and any amount u want.

1 static x file with limbs and your set.

Windmills are my fav for this feature.




u need to supply a model and change the limbs anf ilename to suit

freak
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Posted: 18th Mar 2003 02:53
isn't there something like limb collision?

if not, you could try this:

when the player comes close enough to the door you could trigger the animation... (just by checking the distance between your player object and the door, but don't take your distance too long or you will be able to open the door when you are one floor higher/lower)
Stevo
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Posted: 20th Mar 2003 19:06
indi thats great, I made just made a windmill last night, I dont know know how to do limbs yet or make a model with limbs. I made a windmill "body" (milkshape) and then windmill sails and saved them as separate objects.

How about doing a light house! with the light going round ect?

indi
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Location: Earth, Brisbane, Australia
Posted: 21st Mar 2003 03:15
yes thats correct ill post a snippet for you.

indi
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Location: Earth, Brisbane, Australia
Posted: 21st Mar 2003 03:21
Depending on your Program you need to make sure it exports the limbs inside the same x file.

when exporting from direct x sometimes it collapses the mesh down to one.
this is most annoying... you can see it if u re import it ir apply the limb detection function lee made for me when i was trying to solve a problem with tiered limbs


this saves your sanity and monitor





3dcanvas 6 seems to keep the limbs seperate when exporting to x

each object you make seperate in your model is basically a limb.
You need to make sure each name of the folder and mesh name of each object has a unique name.

keep in mind the offset and center point also of an object.

Ill upload a crappy windmill model also as a template.




indi
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Posted: 21st Mar 2003 03:23
www.lunarpixel.com/dt/pyralimb.zip

indi
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Location: Earth, Brisbane, Australia
Posted: 21st Mar 2003 03:25
and yes a light house is another excellent one

even the jaw of a monster and the eyes of a large creature could be moved

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