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Multiple Models; with only one object!
Topic Started: Sep 14 2007, 08:18 AM (5,118 Views)
detuhooja
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MysteriXYZ
Mar 21 2009, 09:10 PM
Hope that solves it ^_^ .
Thanks, now it works.
I will use one object for drawing everything and just aply them to other objects positions.
This should increase fps in my project(s).
<->
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slojanko
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How would I make GM read the coordinates for where to place trees from a file? Like in the Tech Demo
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Despellanion
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slojanko
May 1 2013, 11:30 PM
How would I make GM read the coordinates for where to place trees from a file? Like in the Tech Demo
Why don't you look in the tech demo code how it's done there?
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slojanko
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The codes used in that files also contain stuff like quality of the models, which I don't need. So finding the code that I do need is super hard :(
Has no one made an example like this?
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Monty
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http://s9.zetaboards.com/Ultimate3D_community/topic/7286619/1/

Doesn't the link that says "Here's an example on how to use it in a game" do it? (Sorry if it doesn't I honestly can't remember if it does it or not)

The functionality should work whether or not you use the level builder program.

Edit: I looked and it does have a function to do what you want:
Spoiler: click to toggle


Edit2: Oh wait my bad that's not actually multiple models in one. It doesn't make that much of a difference I don't think. Use c++ :P
Edited by Monty, May 2 2013, 11:51 PM.
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slojanko
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Well with the multiple models per object I'm hoping to increase the fps that would otherwise be decreased with the amount of instances I would use to get a forest.
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zelda4evr
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slojanko
May 3 2013, 07:14 AM
Well with the multiple models per object I'm hoping to increase the fps that would otherwise be decreased with the amount of instances I would use to get a forest.
I'm pretty sure, the simplest way to deplete your instance number for static objects is to just deactivate the instance in game maker after u3d draws it, in my experience collisions still work after it's deactivated, but you have to reactivate before doing anything else with the instance.

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