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Author Topic: 2 questions  (Read 1150 times)

« on: July 11, 2010, 11:38:07 AM »
Hi,
I got stick at development because these two things:

1. When I create a skinmesh, connect it to an imposter object. Next make a meshmap .x file, place it in the correct folder and use it as a meshmap, no imposters are visible at start. The skinmesh itself is visible.

2. I made an ai car and set it to avoid (and connect it to a path), the car just avoids the player car, but does not try to reach the finish (does not follow the path). How can I set it to race againt the player?
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #1 on: July 12, 2010, 12:54:34 AM »
Quote
When I create a skinmesh, connect it to an imposter object. Next make a meshmap .x file, place it in the correct folder and use it as a meshmap, no imposters are visible at start. The skinmesh itself is visible.

Got the answer to this one. The imposter object needs an eventonimput (or some kin of event) to start.
Fernando, shouldn't there be an option in the imposter object to strt it directly? I think it is a bit strage to add another objet to the list, just to start the imposter object.

What  noticed is that the imposters are created in a strange way. I made a messed up mesh (polygons crossing each other), becaus I thought it where only the vertexes that counted. If I use ths mesh, some imposters face another direction. Why is this?

I made a txt document with coordinates generated by the path object (just drivng arround and creating coordinates  ;) ), but when I rename this txt to .x, 3drad can't recognise this file. How do I need to adjust the txt, so 3drad recognises my file?

Question 2 still unanswered...
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #2 on: July 12, 2010, 12:58:07 AM »
Daniel, just throw it into an initialization section of any script. :)
« Reply #3 on: July 12, 2010, 02:23:42 AM »
2. I made an ai car and set it to avoid (and connect it to a path), the car just avoids the player car, but does not try to reach the finish (does not follow the path). How can I set it to race againt the player?

It's hard to say what could be the problem without checking your project, but you can find an example that works in the SUVRace.3dr demo project.
« Reply #4 on: July 12, 2010, 04:04:08 PM »
Got it. Answer to question number 2 is that you need to set the Car AI to "Ignore" in the path object.

Still don't understand why I need another script object in my list to startup the imposter object...
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #5 on: July 12, 2010, 10:47:36 PM »
Got it. Answer to question number 2 is that you need to set the Car AI to "Ignore" in the path object.
arn't you suppose to set path to... path!
I'm never here and if I am I will try and say something...
Sorry tramkp888 I kind of forgot you back in July
« Reply #6 on: July 12, 2010, 11:20:58 PM »
No in the SUVdemo it is set to Ignore and it works.
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #7 on: July 13, 2010, 01:43:35 AM »
Still don't understand why I need another script object in my list to startup the imposter object...

If you have no other script in the project (in which case you can simply call iObjectStart() in the initialization section there) the easiest is probably an EventTimer object, set to a very small delay.

A new 'Create imposters at start' option, on the property dialog for the Imposter object, would be a nice feature actually...

What  noticed is that the imposters are created in a strange way. I made a messed up mesh (polygons crossing each other), becaus I thought it where only the vertexes that counted. If I use ths mesh, some imposters face another direction. Why is this?

You can have the Imposter object only consider vertex locations by setting the master skinmesh to 'MASTER (use orientation)'.

« Reply #8 on: July 17, 2010, 02:57:12 AM »
When I use the 'MASTER (use orientation)' the orientation is OK, but the imposters are way above ground in a totally different position.
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #9 on: July 17, 2010, 09:32:51 AM »
It could be because the mesh map position is relative to the Imposter object position. You should be able to find the right placement by adjusting Imposter object position.
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