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| 2D Hybrid collision; how can i make 2d collisions w U3D | |
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| Tweet Topic Started: Jul 6 2006, 10:57 AM (456 Views) | |
| Mampf | Jul 6 2006, 10:57 AM Post #1 |
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Hi guyz, I have a little project i am working on: it is called "Captain on Deck" and should be similar to Star Trek: Bridge Commander(u might know it) Well i want to use 2D sprites for the Bridge environment, cause it looks prettier than the blurry renderer of U3D(cool Bryce 5 renders DO!). Well the problem is: I need 2D collision checking for the game (if possible precise collchecking) and it would be VERY cool if i could use GMs Collision checker. Any Idea how i can use GM U3D hybridical? If i can't i'll have to switch to gm6.1 and register it. so i can use their 3D features, then for a while
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| Despellanion | Jul 6 2006, 01:26 PM Post #2 |
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Forum God
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If I remember correct, Dr.Best told me that regular collision with GM's sprites should work. |
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| Mampf | Jul 6 2006, 04:30 PM Post #3 |
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Can somebody tell me how? |
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| Dr. Best | Jul 11 2006, 03:06 PM Post #4 |
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Use the U3D function SwitchView to disable the Ultimate 3D rendering and you are done. |
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| Guest | Jul 11 2006, 09:23 PM Post #5 |
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well....but then i can't use the 2D funcs of u3d, can I? if so this tip was useless, the problem is, that I WANT to use the 2D drawing functions but use the good collision functions of GM.
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| 57E | Jul 12 2006, 10:57 AM Post #6 |
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Forum Leader
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Then just remove u3d collision scripts from collision events and use game maker collisions, like other.x=other.xprevious, instead. |
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| Dr. Best | Jul 12 2006, 03:04 PM Post #7 |
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I don't get where's your problem. GM's precise collision checking works as usual when using U3D. If you want to draw your stuff with U3D and check for collisions with GM you simply have to make every graphic once as sprite and once as texture. Then you can position an object that uses the sprite at the position where it gets drawed in U3D to do the collision checking and finally you use DrawTex or DrawTexEx to draw it in the U3D view. |
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| 57E | Jul 12 2006, 03:39 PM Post #8 |
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Forum Leader
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I didn't know that. Perhaps this line from tutorial need's to be removed.
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| Dr. Best | Jul 12 2006, 05:22 PM Post #9 |
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Oh, you are right. This line isn't current. It didn't work in previous versions, but now it's working. Sorry for the wrong information, I'm gonna correct that in the next version of the helpfile. |
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10:34 AM Jul 11