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| SetVertex Issues; ... | |
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| Tweet Topic Started: Oct 8 2008, 06:35 AM (430 Views) | |
| skarik | Oct 8 2008, 06:35 AM Post #1 |
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kitten eating scum
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Hmm. Well. DynTrailStep();
One trail: smooth. Five trail: smooth, but game freezes for seconds. Ten trail: jumpy. Fifteen trail: u3d_index error. Twenty trail: Lock mesh error. I aint locking no meshes. Edited by skarik, Oct 8 2008, 06:35 AM.
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| ashrat3000 | Oct 8 2008, 06:36 AM Post #2 |
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u3d raytracer
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Ok the lock mesh errors I dont know about, but the freezing may be because CreatePolygon calls those variable checking functions. Which are REALLY slow. So you should delete those from the scripts. |
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| Dr. Best | Oct 8 2008, 02:06 PM Post #3 |
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Administrator
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Why do you have to torture the good old Ultimate 3D 2.1 like this ?Seriously, using polygon primitives is a bad idea. It takes a lot of computing time and you can not have more than 25000 polygons at the same time (which probably is the reason for some of your errors; Ultimate 3D 3.0 does not have stupid limits like this ). Try to do what you want to do with particle systems. That will be incredibly much more efficient. I bet there is quite a simple way to do it with them.
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| ashrat3000 | Oct 8 2008, 10:06 PM Post #4 |
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u3d raytracer
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We're experimenting. ![]() Its fun. I made some strange shadows by setting the positions of vertexes of a custom mesh to the model you are standing on. Even though its extremely slow, its fun to just see what happens. Plus, it depends on what skarik is doing. Why do you torture good old us like this? ![]() You keep boasting about U3D 3.0, and then say there probably wont be a public release. You're killing us man. Well, you're killing me at least. How about this, I'm twisting my story. I'm learning c++ for the sole purpose of using U3D 3.0. If it isn't public, you'll break my heart .Either that or I'll have to learn to make shaders. It looks so hard... EDIT: Hey I just realized how much I'm pestering you about this. I'm sorry, I just like the sound of u3d 3. Edited by ashrat3000, Oct 8 2008, 10:07 PM.
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| Dr. Best | Oct 9 2008, 12:53 AM Post #5 |
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Administrator
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Well, probably just because it is so much fun . The development of Ultimate 3D 3.0 is going really well and this community is the best place to brag with it . It will get even harder for you once I've created the WiP topic about Ultimate 3D 3.0.
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| ashrat3000 | Oct 9 2008, 12:57 AM Post #6 |
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u3d raytracer
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A WIP topic?!? Come ON... Well, since its WIP, you should post the source . |
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| skarik | Oct 9 2008, 03:58 AM Post #7 |
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kitten eating scum
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1. I was going to do a particle system if this didn't work, since the design person says I should stop shooting a domo-kun out of the gun. 2. I'm not torturing U3d. 3. I don't feel tortured. I just want a wiki.
Anyways, my other way was to use a model that I can screw around with and fortunately, I already have that made thanks to the Spoiler: click to toggle but what I was doing is trying to copy X3D's trails.You see, I don't think many of us have gotten this far on a game... The thing is, particle systems won't work simply for the following reason: the object travels too fast. I modeled a real-life bullet. A little speed decrease, yeah, but it allows for extra calculations like the following: curving a bullet, making a bullet home, gravity on long distances. You get the idea. It wasn't exactly my idea either to do this. It's the person that doesn't know how to program that said everything is possible, and I believe that. --- Until my computer freezes when trying something out. Edit: I get the same error with only 1 trail. Edited by skarik, Oct 9 2008, 04:52 AM.
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| ashrat3000 | Oct 9 2008, 06:02 AM Post #8 |
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u3d raytracer
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Yeah, you mean you only get a puff of particles like 100 coords away from the previous one because the speed of the bullet would be 100 (or something) right? I tried fixing that with a loop and calling the particle system step in the loop. For some reason it didn't work.. Yeah, I was half asleep when I typed that, I have no clue what it really means now . |
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| Dr. Best | Oct 9 2008, 04:33 PM Post #9 |
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Administrator
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That is exactly the solution I was about to suggest. Particle systems are not bound to time, they are just bound to steps. It is up to you to specify how many steps are performed in a given time. By changing the position of the particle system many times in a single step and performing a particle system step after every change with a particle creation count of 1 per step, you can even position individual particles at arbitrary positions (all in a single step). |
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| MysteriXYZ | Oct 9 2008, 04:41 PM Post #10 |
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Master Matrix Masher
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Not sure if this is what you want, but try the following example. Create a GM object for the trail, and add the following to its Create Event:
Now add the following to its Step Event to make a trail follow the mouse cursor:
So basically, there's a fixed number of polygons in the trail, with the one at the end of the trail from the previous step moved to the start in the current step. I tried this on an older PC and even with 500 polygons the fps was still reasonable. On a side note, the way you add vertices to a polygon in the code you posted, will give the polygon a very weird shape. That's because the order in which you add vertices determines the way the internal triangles are created. To see what I mean, try the following in the Create Event of the polygon in the BasicGM6.gm6 of the SDK:
As you can see, the polygon shape is completely messed up. Now try the following instead:
It should look correct now. |
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| skarik | Oct 9 2008, 07:53 PM Post #11 |
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kitten eating scum
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@Myst. Thank you. I'll try that as soon as I can. About the triangles being messed up, I know. My code was a quick copy from my two-dimension trails. I never thought of storing the u3d_indexes that way though. I guess it prevents crashing. @Dr. Best. I think I may have another effect for that, and it'll probably come in handy for the []. I'll do these when I get to my PC later. |
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). Try to do what you want to do with particle systems. That will be incredibly much more efficient. I bet there is quite a simple way to do it with them.

2:48 AM Jul 11