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Post by Eric Draven on Jan 26, 2004 0:40:57 GMT
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Post by mimesis on Jan 26, 2004 1:14:32 GMT
cool demo, and more realistic than the original !
Good work!
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Post by botbuilder on Jan 26, 2004 1:44:22 GMT
yeah; very good. this stuff'll be useful for barrels etc.
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Post by Scouse on Jan 26, 2004 6:26:15 GMT
Nice! Add this right before the line fired = 1 TOKRB_ApplyImpulse rbBall,(dx# * shotPow),0,(dz# * shotPow) If fired=0 And KeyDown(203) TOKRB_SetTorque rbBall,0,0,120 Else If fired=0 And KeyDown(205) TOKRB_SetTorque rbBall,0,0,-120 End If Hold left or right cursor when firing to add some spin Cya! Tom
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Post by botbuilder on Jan 26, 2004 6:32:31 GMT
wow. nice effect for spin. The ball should get a bowling ball texture then it would be even more noticable. okay. created my own texture. not very good but ohwell.
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Post by Eric Draven on Jan 26, 2004 7:43:49 GMT
Thanks for the spin code Scouse! I made a texture for the ball (not very good either): Try removing the line that makes the ball blue, to make the texture more visible. See ya! (Time to go to bed! It's 5:46 AM here!)
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Post by Eric Draven on Jan 27, 2004 3:09:53 GMT
New version with a few changes. Spin (changed the Scouse code a little), power gauge, a new pin cam and the ball texture.
The link is the same from the first post.
See ya!
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Post by Sweenie on Jan 27, 2004 6:12:46 GMT
Yeah! Now we're talking. Just add the " ditches " to the sides(don't know what they are called in english, but the thingys the ball can fall into at the sides) and you got yourself an almost complete bowlinggame.
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Post by botbuilder on Jan 27, 2004 6:35:43 GMT
wow. yes very nice. I made it so that now you can make modifications directly to the alley mesh - so now you can make the ditch things in a modelling proggie. here it is. blitzstuff.250free.com/other/Bowling.bb have fun this takes out all the primitive creation funcs needed for it aswell. How bought someone spiffing up the media (add a proper backwall mesh) -create some more balls? Maybe have more alleys beside yours. I can code the stuff to find out if a pin has been displaced if you like. it's not that hard, and it'll let you add some 'lenience' setting etc.
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Post by Eric Draven on Jan 28, 2004 2:36:55 GMT
I wrote a code to check the fallen pins. Now you have two balls to try to knock down all pins, just like the real game.
I didn't use the alley as a complete mesh in TOK because I thought it would be faster to use primitives. And it's not hard to make using primitives.
It would be nice if someone could make a proper alley, backwall, balls, anything.
Thanks.
PS: Forgive my bad english...
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Post by botbuilder on Jan 28, 2004 4:13:37 GMT
Your english isn't bad at all - Unless I missed somthing. It's probably faster to use primitives true - but I thought it would be too hard to make gutters out of primitives.
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Post by SteveW on Jan 30, 2004 8:45:34 GMT
Hi,
I get a "not enough parameters" error on this line in the Main Loop area:
For i =1 to 2 TOKSIM_ADVANCE 1.0/FPS Next
The Tokamak.dll is in the Windows\System32 folder and the wrapper in the B3D userlibs folder and I can run all the wrapper demos just fine.. any ideas?
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Post by Sweenie on Jan 30, 2004 11:40:19 GMT
You are probably using the v0.3 wrapper and the code is for the v0.2 version. The advancefunction now needs a parameter called substeps, set this to 1 as default.
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Post by SteveW on Jan 30, 2004 14:58:55 GMT
Yep, that was it... the demo is great! I am using 0.3. I also tried the revised code posted above, and received a "function 'toksim_setterrainmesh' function not found" error: Function TOK_SetMesh() ;Hand over the terrain data to Tokamak TOKSIM_SetTerrainMesh vertices,ttlvert,triangles,ttltris End Function Oh, by the way.. those ditches on the side are called "gutters" here in the US. Thanks much!
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Post by botbuilder on Jan 30, 2004 23:19:13 GMT
You'll be happy to know this demo is the tokamak guy's favorite they wanna know if we'll make it a game.
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