-
First Person Shooter Help
Ok I have completed the first peice of the puzzle, I have discovered how to position objects with x, y, z coordinates on to screen(It's my Sig!).
But I'm having trouble with something else, this is about walls, floors, ceilings etc(3D Backdrops, if you will) but how do I do them?
Ive had a look at werbad's 3D Engine and have some understanding of it.
Ive used mode 7 for floors and ceilings but I still can't do walls.
Hmm using mode 7 for walls woudn't suffice as you can't use textures, I could rotate it's display surface 90degrees but it doesn't have a pitch camera rotation on mode 7 so, that woudn't work either.
Anybody have any ideas? I'm so close to finishing my 3D Engine!
-
Re: First Person Shooter Help
It can't be done without someone writing you an extension.
Well, you might be able to draw the polygons with the overlay object, but I don't think that would let you texture or shade them.
-
Re: First Person Shooter Help
Why Can't it be done without an extension?
Werbad made one without any extensions at all, he used the 3D Shader but I don't know how to combine this Shader with my 3D Engine.
Anyway if you were to make an extension for me, make one which can be used to make a Wolfenstein 3D Replica but on a per tile basis as I'd prefer to use each instance of the same object extension to be an invidual wall.
-
Re: First Person Shooter Help
I'll admit that it does look interesting, but if you can't figure out what to do to modify it then you really aren't ready for something this complicated.
EDIT: And I'm not currently doing extension requests ;)
-
Re: First Person Shooter Help
Yes that's the one I was talking about, you've helped me before on my First Person Shooter Dynasoft, you told me what I have to do to position objects on screen 'Correctly'.
-
Re: First Person Shooter Help
Anybody have any ideas to help in my First Person Shooter, that would be nice.
-
Re: First Person Shooter Help
-
Re: First Person Shooter Help
Great Idea: Make sure you have to capability to create each element of a project before you begin.
-
Re: First Person Shooter Help
Quote:
Originally Posted by Werbad
Great Idea: Stop trying!
A suggestion which has been alluded to innumerable times. I'm guessing its not going to happen. But back onto the topic: Dragonguy, you said you are very close to finishing your engine. Upload the *.mfa file to some website (Mediafire, Boxnet, etc.) and give us a link. If it is at all fixable or workable, someone might be generous enough to help you one more time and finish off this nuisance of a project. I think Werbad and Dynasoft and all of the others that have helped you with this have done more than enough, especially with Werbad's more than sufficient 3D example.
Quote:
Originally Posted by Nick
Great Idea: Make sure you have to capability to create each element of a project before you begin.
A crucial part of game making to realize, which has also been suggested to Dragonguy an increasingly exorbitant amount of times. I'm probably just repeating what has already been said but 3D, or even fake 3D, takes an extensive understanding of complex math to pull off, and isn't meant for everyone. This is further complicated by MMF2's 2D-based creation engine, which isn't well suited for 3D use. But if you wish to pursue this further despite what everyone has said, do what I said earlier in this post and upload it somewhere and allow us to examine it and determine whether what you want to do is at all possible though some roundabout way of coding.
-
Re: First Person Shooter Help
Some things i'd like to say:
1) I do not want real 3D, I just want really good fake 3D, in the sense that I want to use a raycasting engine rather than a polygonal engine.
2) I am not modding anybody elses engine, I'm building a new one from scratch, it's a raycasting first person shooter engine, it's half built and is being designed to make games like Wolfenstein 3D or Catacomb 3D.
3) All I'm missing is the math, that's all I need to make it work, once I have the math it will work and I will upload the source code so everybody can see it, it will have so many comments, reverse enginering it will be possible for most non-noob developers.
4) The Raycasting Engine i'm building woudn't have gotten this far with out all your support, thanks for all your help (special thanks to dynasoft for his 3D math and werbad for his 3D Shader) but I still need a little more help.
5) I am not demanding that MMF to be a 3D game making tool, complete with modeling interface. Clicktem are going to do this whether I ask for it or not, so I should just be quiet.
6) Giving up, just isn't my style, if it can be done and I am doing it, I will do it.
One Last Thing: I only need the math to make the walls work.
-
Re: First Person Shooter Help
If you use my 3D engine it won't be a raycasting engine... If you made a raycaster you would already have walls working.
-
Re: First Person Shooter Help
now I don't want to be rude or anything... but I am not sure if he even know what a raycasting is...
however, I am unable to understand the motives behind creating a fake 3d engine... Although this is a bit out of topic, we need more inovative ideas, not making clones of old games...
So I suggest to all ambitious enough to create a 3d engine (raycasting?!?) in MMF: "Take it easy! Get into nature and watch. Many ideas can be found there."
I know that it's tempting to create own 3d engine, but it would be wiser (and potentially more profitable) if you stick with new and simple ideas... even if it is only for your learning process....
Well, that's my opinion anyway...
-
Re: First Person Shooter Help
You say you need the math, but then what's all that math in your signature?
-
Re: First Person Shooter Help
The Math on my signature moves an object with x,y,z coordinates on the map to it's x,y coordinates on the screen.
The Math I require is to be used with the before hand math to calculate the parameters of the 3D Shader which will make the walls work properly, coz right now the walls always face you.
-
Re: First Person Shooter Help
As I have said dozens of times: It is all in the example.
It is not that you need the math. You simply cannot understand what the math does or how to use it.
-
Re: First Person Shooter Help
I did not understand it because it wasn't explained.
-
Re: First Person Shooter Help
I know the basic rundown of what I'm supposed to do, calculate the onscreen middle position of the wall, calculate the onscreen topleft position of the wall & calculate the onscreen bottomright position of the wall.
But I have no idea how i'm supposed to use those calculations made to calculate the following parameters:
X Scale
Y Scale
Left Height (h1)
Right Height (h2)
Other Info that might be useful:
In my walls the hotspot is the center.
Once I know the math for that, Iv'e finished my First Person Shooter Engine.
-
Re: First Person Shooter Help
Use the math in your sig to work out the positions and scales of (the centre of) the left and right edges of your object in the 3D world. The 2D position of your object is the middle of those two locations. The X scale of your object is the distance between the two edges on screen divided by the width of your object. The Y scale is the larger out of the two scales for the left and right edges. The left height and right height of the shader are set to left scale divide largest scale and right scale divide largest scale.
I would guess. I haven't actually looked at the shader, and I'm sure it's all explained in the example.
-
Re: First Person Shooter Help
If dragonguy would just spend a few minutes experimenting with the shader I'm sure he would come to understand what all the parameters does. But it seems he is unable to do so... The old shader worked just as you explained, but the new shader has some extra parameters to achieve a skew effect as well, allowing multiple height levels.
-
Re: First Person Shooter Help
Quote:
Originally Posted by Werbad
Great Idea: Stop trying!
Naww, coming from a person that created a 3D engine himself, that's pretty harsh.
But when I come to think of it, maybe Werbad has been trying so hard to do the same but could never achieve it making him upset, hence his quote :)
-
Re: First Person Shooter Help
I said that because I'm tired of helping him without him understanding a single thing. He basically wants us to make his game for him since he can't do it himself.
-
Re: First Person Shooter Help
It's funny; making a real FPS engine in a real 3d language like blitz3d would probably take dragon guy less then a few hours :confused:
OK, a wall is essentially 4 points; lets imagine our points would make a plane facing 45 degrees on the y axis away from us.
We place our sprite (for the sake of explaining) at the left most (and closest) 2 points then we need to 'wedge' our sprite into the other 2 points; we know how big our sprite is and we know that werbads (awesome) shader heights work as 1*height, so we would make right height 'h2' to the mean of our closest highest point - our furthest highest point and our closest lowest point - furthest lowest point / sprite height. Still with me?
Then to accommodate for the y axis we mean our closest points and our furthest points and set the right center (c2) to mean closest subtract mean furthest / sprite height... the same goes for the left height and left center...
Good luck.
-
Re: First Person Shooter Help
So all I have to do it is to calculate the x positions of the leftmost part of the wall and the rightmost part of the wall, move the hotspot to the left side, the position of the object will be left side and I use the both sets of calculations to effect it's parameters.
I'll do some experimenting with this later.
-
Re: First Person Shooter Help
I agree- a FPS should not be done in MMF. Use Blitz3d or TGE.
-
Re: First Person Shooter Help
why dont u download the wolfenstein 3D source code and check it out?
im sure it was released publically years ago
-
Re: First Person Shooter Help
I already see the next post:
"Where can I find the link to 3D source code" :)
-
Re: First Person Shooter Help
I used to have it I think... But I'm sure dragonguy won't understand a thing even if he got it...
-
Re: First Person Shooter Help
Quote:
Originally Posted by Werbad
I used to have it I think... But I'm sure dragonguy won't understand a thing even if he got it...
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Main=14203&Number=1010 04#Post101004
I don't think so either, but: http://www.btinternet.com/~belowe/