Originally posted by hooligan2001 Yeah ive been playing around with a few diff 3d teqniques. With camera angle's. The one atm i am working one is third person but what i want to try is a a matrix button in when you press it the camera spins round the avatar. I can get the camera to look like its moving around the avatar but the avatar is fake 3d so i will have to animate the avatar rotating but at the appropriate speed. Plus i would like a good looking avatar and i havent really dealt with any 3d modeling before so any help would be appretiated Hint Hint
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I took the objects and put them into arrays
the thing seems to run even faster
the reason i did this is because i want to make a map and
a library editor
that way i can use different librarys and levels
the files i will be making are
game.lib
- which will store the different libs
levelxx.map
- which will store a map
if anyone wants to help me here is the start
i would like to keep this open-source though
the arrays are going to be stored in theese files
i guess one of the hurdles i can see is how to store and import
the grahpics and set their linkage to external
once we got the library
it can be loaded into the world editor (level editor)
any ideas
i know the maps can be created from the level editor by making
the arrays and using loadvars
we also need to asseble a library of graphics like roads trees
stop sign house and a variety of other stuff
Don't use LoadVars. XML's better because it's more structured. It's not too hard to [arse either (except when files are big...in this application of XML, they wouldn't be). Also, JPGs can be loaded using loadMovie(...)
We could have a folder
My3DWorldEditorFolder\DefaultLibrary
LibDefs.xml //Contains the names of the objects
object.jpg
object2.jpg
object3.jpg
Then, the map could call refs from a XML object definition file (LibDefs.xml) which looks like...
I was thinking of the library in a separate swf
and using the shared library linkage
that way we just go into the fla to edit the graphics
and the editor would just pull from the shared library
but i'm not sure how to link it on the import side
doing some reading
I am working on moving the 3d world with the
virtual joystick almost there
but having a problem keeping the entities
behind a mask and also have to limit the drag on the joystick
but here it is so far
This is really neat ... and the code is actully pretty simple, or at least very dynamic and easy to edit. I'm trying to figure out the coordinate plane ... and I'd be really really interested in any modifications that you make.
I'm going to try to add two things:
1) Load objects that move around
2) Control it w/ the arrow keys.
Joysticks! I just found page 2 of this post and your joystick's better than keys. I see 3d-world-2 and, of course joystick, but no keys.
I see what you mean about the entities behind the mask, but the joystick seems to work fine. I'm going to play w/ this ... I'll show ya what I have later.
Here's some code that could allow landscape objects to behave independely. Rotation, Alpha etc, are easy but changing the _x position has two problems:
1) The objects don't move in the right proportion to their distance.
2) When you touch the joystick and, I assume, invoke the movie code it resets the postion of the objects. I'm still trying to figure out how this thing makes things move, but could you do some type of offset?
Bottom line, this allows you to control one object.
I added a window to your 3-d world w/ joystick to deal w/ the "mask." I've seen this before: The objects are loading at a higher level than the mask. I got around it by coding the mask to swap up to a very high ... I had some trouble w/ the mask, and I I decided to make a window instead. However, I think I gave up on the mask too early. It may work w/ this swapdepth code.
I also commented out a lot of code and simplified some graphics ... but don't mistake that as an attempt to improve this. I'm just playing around to see how this works.
One thing that's disturbing, if your 3-d objects are not symetrical, its like navigating in a hall of mirrors becasue you never see the "back" of the objects ... becasue they don't exist!
hi pitchdog
yes for the next step i was going to have the entities
have diffent attributes so you can add moving stuff
characters, enemies and so on
i would like to continue this thread on the game engine project
thread i have a character implemented that responds to the joystick
but i'm just working out the z sorting..i'll post it on that
thread when i'm done
This thread has been moved to the game engine project
please post there