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#16
30-07-2009, 18:53:34 PM
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#17
30-07-2009, 18:58:10 PM
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Quote from: Maraakate on 30-07-2009, 18:53:34 PM
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#18
30-07-2009, 19:02:45 PM
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I am not yet a master of
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#19
30-07-2009, 19:04:07 PM
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Sergey, what do you think of my
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#20
30-07-2009, 19:05:33 PM
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But I will try!
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#21
30-07-2009, 20:11:52 PM
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dude, it's simple axis inversion
what the fetch man
i should be making BRO
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#22
30-07-2009, 20:23:41 PM
- Last Edit: 30-07-2009, 20:28:00 PM
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Hmm... I think the problem goes deeper than that. For one thing, I'm not even sure of where to check for collision. I'll have to check the tutorial.
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#23
30-07-2009, 20:27:12 PM
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i do believe syniphas is a designer of sorts
criticism really isn't your thing is it
#24
30-07-2009, 20:28:45 PM
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I edited it once I realized what he was talking about.
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#25
30-07-2009, 20:29:06 PM
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#26
30-07-2009, 21:14:30 PM
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Now, I think I've found the bug, but I'm far from fixing it. The problem is not in the formula, it's in how the mesh normals are read. What are mesh normals? They're the "normal" points in a 3D mesh (model). They determine which direction the polygons face. There is one normal for every polygon. If one can get the normal, then one can use that information to find the angle of the polygon.
Now, these "normals" can be read one dimension at a time. X,Y,Z. The number for each dimension returns how far away the normal is from the actual polygon itself, on that axis. I know, it sounds a little backwards, but that's just how it works. By default, if each normal is represented as a line, then that line is exactly 1 unit long. So, if it's sticking straight up in the air, then that normal reads 0,1,0. If it's to the side on the X axis, it reads 1,0,0. If it's at a 45 degree angle, it might read .5,.5,0. Each "normal" dimension has its own command to return the value. The commands are:
getCollisionNormalX()
getCollisionNormalY()
getCollisionNormalZ()
Given that, how might one make a function (subroutine) to get the angle of the polygon on each axis? Well, to start with, all dimensions but the one you need the angle for are used to find the angle on that axis. (You need X and Y to get Z or X and Z to get Y.) Now, since each normal dimension is a distance, then that saves us some work. There is a function in DarkBASIC called atanfull() that gets the degree angle based on two lengths. Hmm... Does that mean that x#=atanfull(getCollisionNormalY(),getCollisionNormalZ())? Well, it should. The only problem is that the rotation seems to be different from what we want by about 90 degrees or so.
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#27
30-07-2009, 21:16:41 PM
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dude there is no collision in bigrigs why are you trying to ruin it
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#28
30-07-2009, 21:24:34 PM
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Quote from: Syniphas on 30-07-2009, 21:16:41 PM
dude there is no collision in bigrigs why are you trying to ruin it
Technically, it's not collision. It's raycasting. Without it, you could drive through the hills too, nobody wants that.
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#29
30-07-2009, 21:51:42 PM
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UPDATE: Well, I kind of fixed it (kind of). I was able to fix rotation along the X axis, anyways, and just by flipping some values. Now it resembles BROTRR a little more.
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#30
30-07-2009, 23:36:06 PM
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Too bad Khalad is still leagues ahead
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