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Author Topic: ionGFX Physcs Character Controller Demo  (Read 3254 times)
Lyrical
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« Reply #20 on: May 19, 2008, 08:36:59 AM »

Raul i will look out for you email

Serial: Yes this has been spotted, The lookat point stays the same when you couch
this can be a little disorientating and will be fixed in the next release.

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DarkFact
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« Reply #21 on: May 19, 2008, 09:31:35 AM »

I know this thread is old but I just noticed some odd behavior.


When you crouch your camera stays focused on the same point.



It's distracting at this time because the crouch movement isn't interpolated. However, having the camera target fixed is normal. Look at a spot on the wall and crouch down. The target doesn't move naturally from the spot unless you move your eyes purposely. Lyrical will sort it out for the best look and feel, though. Grin
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Raul
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« Reply #22 on: May 19, 2008, 10:38:57 AM »

@Lyrical: did you receive my email ??
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DarkFact
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« Reply #23 on: May 19, 2008, 12:04:17 PM »

Here are some screens of our current build in action:

This level geometry was actually built to test our Occlusion Culling so it's around
150,000 triangles with seven 1024^2 lightmaps. Without culling I'm still getting an average
of 45FPS on my PC. Grin

Excellent work on the PCC and the weapons, Lyrical!!





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Lyrical
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« Reply #24 on: May 19, 2008, 08:12:01 PM »

Raul - I have now replied to you email thanks

Dave - Nice screenshots

ALL - Just to clarify what the screen shots represent,

The PCC or Physics Character Controller is the first person camera movements not the graphics of the weapon or the bullets in the bottom left, the pcc enables you to move about your scene with ease
The screen shots here actually show the Physics Character Controller used for the movements and collision detection, A Weapon annimation attached using the PCC position and orientation and the bullets a standard texture.

With the ionGFX_PCC.dll a simple weapon annimation and the up an comming ionGFX_Weapons.dll you can have a fully working FPS style scene running in minutes.

more on the ionGFX_Weapons later in a different thread.


« Last Edit: May 19, 2008, 08:57:00 PM by Lyrical » Logged
Mithrandir
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« Reply #25 on: May 19, 2008, 09:47:32 PM »

Nice work.

Funny thing is that I was also implementing the player controller some time ago and mine showed exactly the same odd behaviour as yours. I eventually eliminated this shaking and stucking in walls but I created new problems.

I personally wouldn't have the heart to ask people to pay for character controller unless it works at least like HL2, but that's probably the reason why I won't get rich (as you will...)  Cool
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Omnicrash
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« Reply #26 on: May 21, 2008, 02:23:38 AM »

Would like to check out the demo, but it crashes instantly here Sad. Maybe because I'm using a x64 OS?

If that's the case, could you recompile to a x86 target?
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Lyrical
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« Reply #27 on: May 21, 2008, 12:25:22 PM »

Hi,

The controller is possible on your own if your willing to put the time and effort into it. the problems of the controller bouncing can actually be reduced but not completly eliminated. this is mainly down to Newton. but i'm always looking for better ways to do this.

@Omnicrash, Hi I will see if it is possible for us to compile the code as x64 os, i've not triied doing this so i would have to let you know. I don't have an X64 PC to test either.
If i can compile then i will send you the demo.

Please remember that the controller is there to make your life easier as an up an comming game developer, its not designed to be the latest and greatest controller like HL2 with there massive budget, however it is pretty close and perfect to get your project up and running quick and easy with minimal coding.



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Omnicrash
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« Reply #28 on: May 21, 2008, 01:21:56 PM »

No don't compile to x64, TV3D is x86, which is why it won't work with .NET stuff unless you set it to x86. (Assuming the demo is in .NET)

Go to Build > Configuration Manager, add a new platform (namely x86) and make sure its the active one. That way it should work on both x86 & x64 systems.
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Lyrical
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« Reply #29 on: May 21, 2008, 06:34:35 PM »

Hi Omnicrash,

  I have compiled the Physics Controller into x86 format hopefully you can use it now.

Physics Character Controller x86 Compiled
http://www.fastrightstudios.co.uk/DarkFactionII/release/ionGFX_PCC_DEMO_x86.zip

Original Physics Character Controller Demo
http://www.fastrightstudios.co.uk/DarkFactionII/release/ionGFX_PCC_DEMO.zip

Please let me know how you get on...
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Omnicrash
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« Reply #30 on: May 21, 2008, 11:16:50 PM »

Thanks, replaced the exe and it worked instantly. A lot of ppl seem to forget about us x64 users Smiley.

Nice job btw! Seems to work really smooth!
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Lyrical
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« Reply #31 on: May 22, 2008, 10:22:56 AM »

Hi, I'm gald it worked for you,

I will remember this when i compile in the future.

If you have any further questions please let me know

Cheers Omnicrash
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lovetv3d
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« Reply #32 on: May 22, 2008, 07:56:35 PM »

How to use Multiple lightmaps texture??


Quote
DarkFact
seven 1024^2 lightmaps

UVW How calculated
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newborn
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« Reply #33 on: May 22, 2008, 08:50:28 PM »

How to use Multiple lightmaps texture??


UVW How calculated

They are baking the shadowmaps/lightmaps into 3dmax
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DarkFact
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« Reply #34 on: May 22, 2008, 09:05:42 PM »

Here's how to do it properly:

1) create the level
2) attach all items together to form 1 mesh
3) add the lights. I use 1 skylight and 1 direct light for outdoor maps
4) Use light-tracer at default settings
Set "Extra Ambient" color to less than Black to lighten shadows
and add light fill to over-dark areas (thanks Satanka_Patka!)
5) Select the mesh
6) Click "0" zero
7) Set the Output Path
8] Select "Use Automatic Unwrap" and Channel 2
9) Under Output, Click "add" and select LightingMap
10 Set "Target Map Slot" to Specular Level
11) Set lightmap size
12) Select Output Into Source
13) Click Render

When it's finished, export as TVM and select Export Lightmaps. Then load in TV3D.
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lovetv3d
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« Reply #35 on: May 23, 2008, 01:32:55 AM »

Quote
Here's how to do it properly:

1) create the level
2) attach all items together to form 1 mesh
3) add the lights. I use 1 skylight and 1 direct light for outdoor maps
4) Use light-tracer at default settings
Set "Extra Ambient" color to less than Black to lighten shadows
and add light fill to over-dark areas (thanks Satanka_Patka!)
5) Select the mesh
6) Click "0" zero
7) Set the Output Path
8] Select "Use Automatic Unwrap" and Channel 2
9) Under Output, Click "add" and select LightingMap
10 Set "Target Map Slot" to Specular Level
11) Set lightmap size
12) Select Output Into Source
13) Click Render

When it's finished, export as TVM and select Export Lightmaps. Then load in TV3D.


Thank you very much Wink

Also encountered new problems:

Add a lightmapping
SetTextureFilter TV_FILTER_FLATCUBIC


TV_FILTER_BILINEAR No problem

I tried to amend here -> SetMipmappingPrecision -0.5 or -2


UVW is Transparent background
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lovetv3d
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« Reply #36 on: May 23, 2008, 01:37:40 AM »


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lovetv3d
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« Reply #37 on: May 23, 2008, 01:49:08 AM »

I played your game "DarkFaction"
I am very surprised
« Last Edit: May 23, 2008, 01:51:58 AM by lovetv3d » Logged

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Amon
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« Reply #38 on: May 23, 2008, 12:35:23 PM »

I get the following error message when I try the iconGFX excecutable.



This is the details log:

Code:
************** Exception Text **************
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at CTVEngine.Init3DWindowed(CTVEngine* , HWND__* , Boolean )
   at MTV3D65.TVEngine.Init3DWindowed(IntPtr hWnd, Boolean bEnableTL)
   at ᙂ.ᝡ(Object ᙂ, EventArgs ᙄ)
   at System.EventHandler.Invoke(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
IonGFX_PCC_Demo
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Panicos/Desktop/ionGFX_PCC_Demo/ionGFX%20PCC%20Demo/IonGFX_PCC_Demo.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
MTV3D65
    Assembly Version: 6.5.2823.21213
    Win32 Version:
    CodeBase: file:///C:/Users/Panicos/Desktop/ionGFX_PCC_Demo/ionGFX%20PCC%20Demo/MTV3D65.DLL
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



If this can be fixed I'd like to purchase but not untill I have tested the demo and know it works.

Would it be possible to use this dll with blitzMax?

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Lenn
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« Reply #39 on: May 23, 2008, 01:00:22 PM »

I like it. Nice job!
Critique: it always gets edgy and shaky when sliding against a wall. It keeps bouncing back in small amounts so it looks like the screen is shaking. Sliding against the walls should probably be smooth.

cheers
John

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