Untitled RPG Project
Re: Untitled RPG Project
I'm going to work on ways to make it more visually pleasing if I go with the mouse driven looking system. If no mouse looking then I have to redo the inventory system for keyboard only.
FrikaC showed me once how to get a forward and reverse speed for player, but have no idea how it works. It involved dot products and that's way too advanced for me. Anyone know?
FrikaC showed me once how to get a forward and reverse speed for player, but have no idea how it works. It involved dot products and that's way too advanced for me. Anyone know?
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Re: Untitled RPG Project
Since you're using Darkplaces (but IIRC it's supported on FTE too) you can resort to the .movement vector. Just read it and you know if you're going forward or backward or strafing and at what speed.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Re: Untitled RPG Project
Code: Select all
vang = self.angles;
vang_x *= -1; //stupid quake bug
makevectors(vang);
float forwardspeed = self.velocity * v_forward; //dotproduct = vec*vec
float sidespeed = self.velocity * v_right;
float upspeed = self.velocity * v_up;
//positive means its in the same direction, negative means its the opposite (eg v_backward). the magnitude is the length of the vector in that 'axis' - if both vectors are unit vectors the result is guarenteed to be between -1 and 1.
//for completeness, to understand the values, this is the reverse of the dotproducts above (float*vector are NOT dotproducts).
vector selfvelocity = forwardspeed*v_forward + sidespeed *v_right + upspeed*v_up;
throw in an add+subtract for an origin along with a second call to makevectors and you have a nice way to rotate something around a point.
or you can just use .movement, which tells you the player's intents (effectively those *speed floats before the velocity was even calculated, the raw value sent across the net scaled by cl_forwardspeed etc, but not sv_maxspeed).
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Re: Untitled RPG Project
Note for Spike:
Does affect FTE too? Or in FTE it has been fixed?
Code: Select all
vang = self.angles;
vang_x *= -1; //stupid quake bug
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: Untitled RPG Project
<offtopic responseto=toneddu2000>
makevectors, view angles, bsps, and (oriented) sprites use 'standard' pitch.
vectoangles, and mdls use inverted pitch (other mesh formats like iqm or md3 also use this style of pitch in order to allow drop-in replacements).
so ent.angles = player.v_angle; is bad
as is foo.v_angle = vectoangles(self.velocity);
door.angles = vectoangles(door.velocity); is also bad
makevectors(door.angles); is fine on a door
but makevectors(monster.angles); is probably wrong. I say probably, because more often than not the pitch is 0 and noone will notice that the bug even exists.
the bug is unfixable because 1) fixing it would break lots of mods that depend upon it being wrong. 2) the pitch's sign is context-sensitive and in situations where the context isn't easily inferable (like serverside), and its much simpler to just assume and add a *-1 than lots of logic to work around it.
advanced engines have gained a load of assumptions around it that would need to be rewritten in order to finally 'fix' it, but noone can be bothered doing so because that would just break stuff anyway so there's not really any motivation to fix it.
so no, its not fixed in FTE, nor DP, nor any engine that can still play quake which I'm aware of.
Quake2 fixed it, if that helps.
</offtopic>
makevectors, view angles, bsps, and (oriented) sprites use 'standard' pitch.
vectoangles, and mdls use inverted pitch (other mesh formats like iqm or md3 also use this style of pitch in order to allow drop-in replacements).
so ent.angles = player.v_angle; is bad
as is foo.v_angle = vectoangles(self.velocity);
door.angles = vectoangles(door.velocity); is also bad
makevectors(door.angles); is fine on a door
but makevectors(monster.angles); is probably wrong. I say probably, because more often than not the pitch is 0 and noone will notice that the bug even exists.
the bug is unfixable because 1) fixing it would break lots of mods that depend upon it being wrong. 2) the pitch's sign is context-sensitive and in situations where the context isn't easily inferable (like serverside), and its much simpler to just assume and add a *-1 than lots of logic to work around it.
advanced engines have gained a load of assumptions around it that would need to be rewritten in order to finally 'fix' it, but noone can be bothered doing so because that would just break stuff anyway so there's not really any motivation to fix it.
so no, its not fixed in FTE, nor DP, nor any engine that can still play quake which I'm aware of.
Quake2 fixed it, if that helps.
</offtopic>
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Re: Untitled RPG Project
<offtopic>
Thanks man!
</offtopic>
Thanks man!
</offtopic>
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: Untitled RPG Project
Model request. I need a similar thing but in model form. Doesn't have to be the exact same. Just a reference.
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Re: Untitled RPG Project
I don't understand. Do you need a 3d low poly heart model like this or a 2d silhuoette of that image you posted, only extruded a little (to make it visible from every angle)?
Because, in the first case, it could be tricky, for an artist not involved in your project, to create a model that fits your style. In the second case, just give 20 minutes!
Because, in the first case, it could be tricky, for an artist not involved in your project, to create a model that fits your style. In the second case, just give 20 minutes!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: Untitled RPG Project
I would take a simple low poly heart, or a 2d heart that looks like the pics there just extruded a bit. Either way... I'm open to artistic interpretation.
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Re: Untitled RPG Project
Hearts 2d but 3d (already unwrapped with that texture you posted. Texture not included because models use UVs following your texture. Load that texture and hearts will be textured correctly)
Hearts 3d but..3d! Different shapes and polycount (no textures or material but unwrapped)
Download Link
Released under CC0 License, as always (read: do whatever you want with these)
Cheers
Hearts 3d but..3d! Different shapes and polycount (no textures or material but unwrapped)
Download Link
Released under CC0 License, as always (read: do whatever you want with these)
Cheers
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: Untitled RPG Project
PERFECT! Love both options. I have a use for both.
Problem. I can't convert .blend to .mdl. Could you export to .obj or even .mdl?
Problem. I can't convert .blend to .mdl. Could you export to .obj or even .mdl?
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Re: Untitled RPG Project
Or .md3... Darkplaces can handle it as a regular .mdlError wrote:PERFECT! Love both options. I have a use for both.
Problem. I can't convert .blend to .mdl. Could you export to .obj or even .mdl?
EDIT: Oh wait... can't you use Noesis to convert it ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Re: Untitled RPG Project
I tried Noesis and didn't see an option for .blend. Is there a plugin I need?
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Re: Untitled RPG Project
Jeez, just download Blender
Every model stands on a different layer (as described in note on the right of the .blend file), to open level 1 press 1 key, to open level 2 press 2, and so on
select the model you want to export, open file (file -> open), then export to obj (file -> export -> Wavefront obj) ...
But no animations whatsoever in this way..
What program did you use to make models? Now I'm curious
Every model stands on a different layer (as described in note on the right of the .blend file), to open level 1 press 1 key, to open level 2 press 2, and so on
select the model you want to export, open file (file -> open), then export to obj (file -> export -> Wavefront obj) ...
But no animations whatsoever in this way..
What program did you use to make models? Now I'm curious
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: Untitled RPG Project
Was trying to avoid it as long as possible, but I'm getting Blender now.