That Per poly collision works pretty well. It's like per pixel collision, right? If I'd had know that, I wouldn't have spend literally all day trying to get this collision to work. =:E
SonicGDK 1.1 - With delicious 2.5D/3D physics inside!
#766
Posted 05 February 2012 - 01:04 PM
That Per poly collision works pretty well. It's like per pixel collision, right? If I'd had know that, I wouldn't have spend literally all day trying to get this collision to work. =:E
#769
Posted 05 February 2012 - 11:21 PM
#770
Posted 06 February 2012 - 01:14 AM
#771
Posted 06 February 2012 - 01:48 AM
StreakThunderstorm, on 06 February 2012 - 01:14 AM, said:
http://forums.sonicr...51
#772
Posted 07 February 2012 - 04:31 PM
I have placed the accurate abbreviation and title,via 3DSMAX.Most of the collision that I loaded worked flawlessly honestly.It's only when I attempted to do a more subdivided detach on a plane.
Afterwards,I shelled it outward so that it didn't collide with the mesh and make things look awkward.Anyways,I do know that the collision object shouldn't be concave and should have closed/capped
surfaced.If there's any way that I could rectify this situation,I'd be most grateful.I did check some of the assets in the pre-made test level(By:Xaklse) and found that the collision wasn't there..which
baffles me lol.
Oh.I apologize also for interrupting any ongoing topics.It's just that I want to release a small model package for GDK to incorporate in tests to benefit others.
#773
Posted 08 February 2012 - 06:27 AM
#774
Posted 08 February 2012 - 01:42 PM
TheInvisibleSun, on 06 February 2012 - 01:48 AM, said:
StreakThunderstorm, on 06 February 2012 - 01:14 AM, said:
http://forums.sonicr...51
Toriano, on 07 February 2012 - 04:31 PM, said:
Vangar, on 08 February 2012 - 06:27 AM, said:
#775
Posted 09 February 2012 - 04:37 AM
#776
Posted 09 February 2012 - 06:41 AM
StreakThunderstorm, on 09 February 2012 - 04:37 AM, said:
Graphically speaking,it's not that bad honestly.The fact that your able to produce that nature of graphics in your browser is a bonus honestly.
It's probably more about placement and thought than anything.I remember when I had my first glance of the Egg-Engine.My eyes lit up like
fire.I only wish that it we're used on Sonic 4 though.Even in it's development phase,it's a marvel.But yes,I definitely agree.Though it most-likely
will be time consuming and brain numbing,it'd be a great success.Either way,it's still awesome.
Xaklse, on 08 February 2012 - 01:42 PM, said:
TheInvisibleSun, on 06 February 2012 - 01:48 AM, said:
StreakThunderstorm, on 06 February 2012 - 01:14 AM, said:
http://forums.sonicr...51
Toriano, on 07 February 2012 - 04:31 PM, said:
Vangar, on 08 February 2012 - 06:27 AM, said:
Thank you so much for that.I had found whilst developing collision within Max,the character would lose it's threshold towards the surface and fly off,though at some point,he would stick.
The collision works flawlessly when shelling out polygons of a cloned mesh though.I'm just wondering if that has any actual affect on the poly-count or is it just not even render,but acts
the same way as volume would. : P I guess I'll just have to do a few more collision types on the different types of surfaces.Again,thank you.
#777
Posted 09 February 2012 - 10:38 AM
This engine is way too good to be wasted on linear, automated level design.
#778
Posted 10 February 2012 - 09:37 PM
and contains custom bones to allow for smooth and easy rotation.
http://i1235.photobu...brush_Wheel.png
These are also a few objects that I have created.
http://i1235.photobu..._To_Nowhere.png Z-Brushed
http://i1235.photobu...Assets/Blah.jpg Z-Brushed
#779
Posted 11 February 2012 - 08:49 AM
StreakThunderstorm, on 09 February 2012 - 04:37 AM, said:
Toriano, on 10 February 2012 - 09:37 PM, said:
