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| What's on your mind?; Your daily crap. | |
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| Tweet Topic Started: Jul 29 2010, 05:18 AM (64,020 Views) | |
| skarik | Jul 29 2010, 05:18 AM Post #1 |
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kitten eating scum
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Post whatever is on your mind at the moment. It doesn't matter what, just post it! |
| Blog|EHS | |
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| Gandalf20000 | May 22 2013, 02:31 AM Post #2566 |
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Geek
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I think maybe the proximity to E3 had to do with Microsoft's lack of game focus. They probably wanted to shove all the boring stuff out of the way so that E3 can be a knockout conference of game after game after game. P.S.: Final file size for the list generated by my program was 108 GB. |
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| zelda4evr | May 22 2013, 09:53 AM Post #2567 |
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Forum God
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I heard of these things for the new xbox: used game fee Needs to connect to Internet once a day No swapping HDD |
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| Despellanion | May 22 2013, 07:05 PM Post #2568 |
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Forum God
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| zelda4evr | May 22 2013, 07:56 PM Post #2569 |
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Forum God
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It didn't make me laugh, but it was funny because it was true. |
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| Despellanion | May 23 2013, 12:33 AM Post #2570 |
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Forum God
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I think that was sort of the point
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| zelda4evr | May 24 2013, 07:43 AM Post #2571 |
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Forum God
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I'm worse at programming than I should be. creating trees from ini file works fine, but the z value is not being applied to the trees.
Edited by zelda4evr, May 24 2013, 07:45 AM.
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| Gandalf20000 | May 24 2013, 06:21 PM Post #2572 |
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Geek
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Try something more like this instead:
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| zelda4evr | May 24 2013, 07:43 PM Post #2573 |
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Forum God
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I did this because I don't know any better
I called this in a controller object so the controller objects z is actually the one changing, and when the tree is created it gets the z of the controller. Applies the z value correctly for about half the trees, the rest get switched out with each other. I thought it was because I was calling the script too fast, slowed it down and still same thing. It could be because game maker can't possibly move the controllers z that fast, or they are just getting mixed up. |
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| Gandalf20000 | May 24 2013, 07:53 PM Post #2574 |
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Geek
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You need the id of the tree that is being created, which is why you need to set it to
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| zelda4evr | May 24 2013, 10:32 PM Post #2575 |
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Forum God
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When I tried it that way it said you cannot assign an id to a variable that way(I'm at work so I don't remember the exact wording of the error) |
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| Gandalf20000 | May 24 2013, 11:03 PM Post #2576 |
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Geek
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That's right, id is a reserved keyword. Forgive my ignorance. I haven't used GM since around 2008 or 2009, I think. Try changing it to id_tree or something. |
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| zelda4evr | May 25 2013, 05:08 AM Post #2577 |
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Forum God
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meh I've always sucked with IDs in gm so I used my advanced height script from another engine of mine thanks though. edit: my new problem, is creating two wall primitives within one object, but having them intersect at opposing 90 deg angles. I can create 2 primitives in one object, but giving them different variables is the problem. edit: after trying many things this is what I've done and not working please help ![]() Spoiler: click to toggle Edited by zelda4evr, May 26 2013, 07:07 AM.
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| RonBurgundy | May 27 2013, 04:38 AM Post #2578 |
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Forum Borat
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You shouldnt need the ifs. x2[0] = blah , x2[1] = blah etc., should work. Have you searched the forums for placing trees like this? I think I seen it around somewhere.
Edited by RonBurgundy, May 27 2013, 04:40 AM.
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| !!! DEFEND POP PUNK !!! | |
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| zelda4evr | May 27 2013, 05:18 AM Post #2579 |
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Forum God
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yes I have but my tree system is pretty sensitive thanks for the suggestion. I tried it and it didn't work. I've also spent hours searching the forum, if you know of a topic that will help I would greatly appreciate a link. I don't think I've seen anything on creating multiple wall objects, any multiple object code that I've adapted to work with walls simply stops drawing any walls at all. edit: lol I made a model of what I'm trying to do with walls and because of normals each object is displaying twice as many faces as a wall would. The effects I am using effectively dropped my frame rate by 40 compared to when I was just using billboards. Edited by zelda4evr, May 27 2013, 07:12 AM.
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| RonBurgundy | May 27 2013, 01:06 PM Post #2580 |
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Forum Borat
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You said you adapted the code for wall object so my guess is your uding primitives not models. Have you tried using wall models instead? Primitives in u3d don't seem to be too manipulative, but your just trying to assign different coordinates so I dont see why it would cause such hassel. I'll play around with this tomorrow and see if I can come up with something that works. Edited by RonBurgundy, May 27 2013, 01:08 PM.
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| !!! DEFEND POP PUNK !!! | |
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2:29 AM Jul 11