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fLUnKnhaXYU

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  1. just added a new quick and deadly Boss using makehuman . even though that one looks a little non human to me . I guess Ill let it slide and forget it .... this time . but those sorts of legalities is just the thing that I dont like a bit . have a nice day .
  2. new QuikDeadly boss sets in action .
  3. sorry , I guess that was quite the tangent thing to do . I did see a few indie related web sites with top 50 and top 100 lists that were very nice with new pics and links . quite entertaining if I say so myself . So would you think that maybe games like fortnite roblox minecraft preoccupied many ?
  4. Whats This! you know your classic cartoon car as well? What gives with your vast knowledge of those things Code_Man ? oh, the lighting in the scene is in the empty _Terrain MIS which is in the testmaps module . you can get here if you want . testmaps Module here are other modules you can examine but they dont have any levels in them . fpsplayer Module fpsgameplay Module fpsplayer Module fpsequipment Module inventory Module noticesystem Module if you use any just unzip it and put the extracted folder in the data folder and its ready to use . just start the game click single player and see the empty terrain level. the keymaps rebinding stuff seems to not be working right but you can still play the levels and look at the skatterSky settings and stuff also also there is a button for probes you might want to check out . have a good'n .
  5. the twist in the conversation provided just the inspiration to share this with you . I am a fan of indie production in a few arts . please tell them I sent you . that being said the prospect finding the hidden gems of computer gaming sounds a very worthy and oddly satisfying endeavor . indie master class IMHO
  6. Azaezel , please excuse me and my jibberish . I recently discovered the physic shape and rigid shape class stuffs . being very impressed I began searching for something to apply force in the same manner for the player character object or avatar or what have you . I couldn't find anything that worked then recalled the player server code from 1.2 that would , as you correctly discerned despite my jibberish , applyImpule and simply effortlessly push whatever class of object right away with not the slightest stuttering of the programmic action , if you will . I added it to the player oncollision callback in 4.01 and it works so well . I just wondered if this or some other method is currently being resorted to . BTW I use the 4.01 binary . this is the part of the oncollision function copied from 1.2 I think its original GG and was presented in the book by Kenneth C Finney 4D Game Programming All-In-One . This works beautifully IMO and there is no problem here but , if there's a more modern approach I'd dig hearing about it . clear as mud? TY. if ((%col.getClassName() !$= "wheeledVehicle") || (%col.getClassName() !$= "item")) { if (vectorLen(%col.getvelocity) <= 2.0) { %pushForce = %obj.getDataBlock().pushForce; // Try to push the object away if (!%pushForce){ %pushForce = %obj.getdatablock().pushforce; } %eye = %obj.getEyeVector(); // Start with the shape's eye vector... %vec = vectorScale(%eye, %pushForce); %vec = vectorAdd(%vec,%obj.getVelocity()); // Add the shape's velocity %pos = %col.getPosition(); // then push %vec = getWords(%vec, 0, 1) @ " 0.0"; %col.applyImpulse(%pos,%vec); } } }
  7. Good . Ill be looking forward to seeing your development .
  8. it is safe to assume that pushforce has not yet been deprecated ? its so fun I dont REALLY care . but just drew my curiosity . I cant help but wonder how the networking is . Im sure someone should have a good reliable report on it . ty and have a nicey .
  9. Look , Kork has found a shortcut through a few rigid shape Army Men .
  10. basic import and script DSQ animation . import the DSQ as a Shape Animation asset . I use this code with a TGE beast DTS and DSQ animations from the old TGE 1.2 . You may need to change a few Module:Asset names and stuff . //-------------------------------------------------------------------------------------- singleton TSShapeConstructor(TGEBeastdts) { baseShapeAsset = "FPSPlayer:TGEBeast_shape"; singleDetailSize = "0"; neverImportMat = "DefaultMaterial ColorEffect*"; flipUVCoords = "0"; JoinIdenticalVerts = "0"; reverseWindingOrder = "0"; removeRedundantMats = "0"; animFPS = "2"; }; function tgebeastDTS::onLoad(%this) { %this.addSequence("FPSPlayer:Player_tauntbest", "tauntbest", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_tauntimp.dsq", "tauntimp", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_Forward Run", "Run", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_Back Back", "Back", "0", "-1", "1", "0"); %this.addSequence("fpsplayer:player_root root", "root", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_CelSalute CelSalute", "CelSalute", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_CelWave CelWave", "CelWave", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_side side", "side", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_lookde look", "look", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_head head", "head", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_fall fall", "fall", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_land land", "land", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_jump jump", "jump", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_diehead death1", "death1", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_diechest death2", "death2", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_dieback death3", "death3", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_diesidelf death4", "death4", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_diesidert death5", "death5", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_dieleglf death6", "death6", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_dielegrt death7", "death7", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_dieslump death8", "death8", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_dieknees death9", "death9", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_dieforward death10", "death10", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_diespin death11", "death11", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_looksn looksn", "looksn", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_lookms lookms", "lookms", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_scoutroot scoutroot", "scoutroot", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_headside headside", "headside", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_recoilde light_recoil", "light_recoil", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_sitting sitting", "sitting", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_standjump standjump", "standjump", "0", "-1", "1", "0"); %this.addSequence("FPSPlayer:Player_looknw looknw", "looknw", "0", "-1", "1", "0"); %this.setSequenceBlend("Head", "1", "Root", "0"); %this.setSequenceBlend("Look", "1", "Root", "0"); %this.setSequenceBlend("Headside", "1", "Root", "0"); %this.setSequenceBlend("Reload", "1", "Root", "0"); %this.setSequenceGroundSpeed("Back", "0 -3.6 0", "0 0 0"); %this.setSequenceGroundSpeed("Run", "0 5 0", "0 0 0"); %this.setSequenceGroundSpeed("Side", "-3.6 0 0", "0 0 0"); } //----------------------------------------------------------------------------- let me know what Ive messed up . TY and have a nice day
  11. Any one know where to find a MEGAMOTION download ?
  12. the DSQs are coming along fine . I guess what I am doing will be fine . look how good the little pistol looks in his hands , a perfect fit . Hes a little large in comparison to the forge character . this is version 4.0.1 binary . Ill post tomorrow a little description of the process used for the DTS and DSQ thing in a torquescript forum. thx
  13. they both look great , but Im a little extra attracted to that 6 wheels , are they original designs ? the mats really look goood :)
  14. Hi , may I ask if anyone would know whether or not I am wasting my time trying to use dts's and dsq's in 4.01 ? TY
  15. Code_Man , "looks funny as hell" , Thank You! and I appreciate that . I just use the binary but I fancy all of those settings being gathered with the GUI system and sorta managed on the "fly" if you will . But the datablock editor is kinda hard to beat for simplistics . Gettiin ready to KNOCK'EM DOWN! the bouncing boulder did make it halfway down the convex shape before falling through . this was the first try not the finished polished product tho .
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