Sol-demo + FXcode

Community Forums/Showcase/Sol-demo + FXcode

Defoc8(Posted 2003) [#1]
ok because im moving my project to C++, im making
the blitzcode for the fx system available + ive added
the last tech-demo Blitz build of my W.I.P project "SOL"..
[the code is far from complete - but its reasonable + demos]
[the trail fx from my game]...

anyway pop over to www.mindcage.4saken.co.uk + grabem ;)


Rob(Posted 2003) [#2]
its largely wicked :D


(tu) sinu(Posted 2003) [#3]
nice, im d/l now. thanks


Caff(Posted 2003) [#4]
Very, very nice!

Don't go too far :)


Defoc8(Posted 2003) [#5]
hehe thanks guys ;)
- hope this stuff comes in handy :)


darklordz(Posted 2003) [#6]
WOW...


wedoe(Posted 2003) [#7]
Cool :)


Defoc8(Posted 2003) [#8]
hehe..well i may have discovered a work around to
my blitz problem..so i may well continue development of
this project with blitz...i have some tests to perform
but the logic seems sound enough [i hope] :p

dont worry..i wont remove the demo or the sample code..
+ thanks again :)


*(Posted 2003) [#9]
I get 37fps with the demo :)


Defoc8(Posted 2003) [#10]
yeh..sorry about that EdzUp..i think
i left the anti-aliasing on...some cards seem to
have problems with this...ATI 9000 series seem fine..

:[

anyway..hope it didnt spoil it too much


Tracer(Posted 2003) [#11]
How did you do the movement of all the ships? defined paths?

Tracer


Defoc8(Posted 2003) [#12]
nah m8 - those paths are 100% random..or as random
as you get with computers :p..
- all thats happening here is as follows...

- generate a random destination..in this case from
- the origin. align the objects z-axiz to the vector
- using - a var for speed of alignment[turn speed]..
- + move the object forward..until it enters the vague
- area of the destination...experiment - its not very
- complex ;)


Tracer(Posted 2003) [#13]
heh, i'll have to give that a try some time :)

Tracer


Defoc8(Posted 2003) [#14]
infact...
heres a snippet that should help ;)

vx#=myMover\dest1[0]-myMover\pos[0]
vy#=myMover\dest1[1]-myMover\pos[1]
vz#=myMover\dest1[2]-myMover\pos[2]
dist#=Sqr((vx^2)+(vy^2)+(vz^2))
If(dist<(myMover\speed/myMover\turn)*2)
myMover\dest1[0]=Rnd(-800,800)
myMover\dest1[1]=Rnd(-800,800)
myMover\dest1[2]=Rnd(-800,800)
vx#=myMover\dest1[0]-myMover\pos[0]
vy#=myMover\dest1[1]-myMover\pos[1]
vz#=myMover\dest1[2]-myMover\pos[2]
EndIf
AlignToVector(myMover\mesh,vx,vy,vz,3,myMover\turn)
MoveEntity(myMover\mesh,0,0,myMover\speed)


RifRaf(Posted 2003) [#15]
how would you delete a trail.. completely if a ship that the trail was attached to was destroyed? i do not see a delete trail function there.


Ross C(Posted 2003) [#16]
Probably clearsurface or something?


Defoc8(Posted 2003) [#17]
there is a talpha field in the psystem type..
- if you set this to zero for a given trail object..
- this will prevent update - though your best to fade to
- zero + then set the psystem state to false..this will
- make the trail inactive...

- Keep in mind..all of this code is a work in progress..
- im more concerned about getting things working +
- keeping the fps high... - i only uploaded the code as
- a base for your own work...mod away ;)

anyhoO! - its xmas ;) - have a good one :)))


xlsior(Posted 2003) [#18]
Running the (executable) demo returns the following error for me: ERROR: Unable to create 3D scene.

(for what it's worth, I've seen this error with some other Blitz3D executables as well... I tried both 16 bit and 32bit colors. Voodoo 3 3000, Win2000


darklordz(Posted 2003) [#19]
Meaning your card doesnt supprt the 3D Mode that the program wants to initialize....

FullScreen 16 Bit would work fine i suppose....


Tracer(Posted 2003) [#20]
Not surprising with a Voodoo 3 3000. :)

Tracer


Defoc8(Posted 2003) [#21]
Sorry about that :[
- It may simply be that the card is problematic for Blitz..
- but my demo isnt very forgiving..not only does it demand
- that your card support a mode of 640x480x32...but i also
- left anti-aliasing on :[ - infact some of the texture
- sizes may even be the root of the problem....

Anyway..i will try to ensure the next demo is more
configurable......

Thanks for the feedback :) - it all helps :)))

Matt/Defoc8


darklordz(Posted 2003) [#22]
Once i tried a game of mine (b3d) on an old pc of a friend. It only supported 16 bitz and not extras like aa...


Defoc8(Posted 2003) [#23]
- My game will probably require a system similar in
- power to my own...The fps results so far seem to be a lot
- more to do with a systems gfx card that anything else..

My spec = 800mhz duron, 512 megs, 4xAGP, ATI 9600 pro...
with this i get around about 50-60 fps....

There is a point were you have to draw the line...
i cannot support systems much older than my own, this
would be too restrictive - its hard enough to keep the fps
high with my current system.....


anywaze :) - we will see ;)


darklordz(Posted 2004) [#24]
I lost the code if anybody has it can you please post it. Defoc doesnt have it either i emailed him a while back....


darklordz(Posted 2004) [#25]
Anyone ? Pleeeeaassee.////
Am i the only one that tought this was usefull shizznizzl dizzl?


puki(Posted 2004) [#26]
I'm surprised that "Defoc8" hasn't got it.


Paul "Taiphoz"(Posted 2004) [#27]
I would love a look at this as well.


puki(Posted 2004) [#28]
It wouldn't be the first bit of code that seems to disappear into thin air - A fair amount seems to get lost when people have their code hosted and rely on the fact that it is always there and then, suddenly - woosh - what was that? - your code mate - can I have it back? - nope (for various reasons).


darklordz(Posted 2004) [#29]
Someone must still have this. I lose my entire code base... :S


Mystik(Posted 2004) [#30]
is that the fxdemo.zip your looking for?

Steve.


puki(Posted 2004) [#31]
> 'is that the fxdemo.zip your looking for?'

what fxdemo.zip are you referring to "Mystik"?


Mystik(Posted 2004) [#32]
I have a zip called fxdemo.zip that contains source code. Just wondered if that is what darklordz is looking for.

It contains the following:-

toonbomb.3DS
csFX.bb
fxDemo.bb
toontex.jpg
Beam.tga
glow.tga


Defoc8(Posted 2004) [#33]
lol..i didnt realise this topic was still going ;)
- sorry for removing the demo..jst i was starting to
- rewrite the thing in C++, the blitz code was getting
- hard to manage / messy + i was finding it hard to
- keep the frame-rate above 60fps...

anyway..i will see if i can locate all the files etc +
will upload them...though you will have to wait til the
weekend + dont expect anything pretty..it was all very
experimental...

- you never know..i may even come back to blitz + simply
scale down some of my ideas...

[hmmm...ive had a few e-mails about this project recently]
[seems there is genuine interest..hehe]

thanks,
Matt/Defoc8 ;)


Defoc8(Posted 2004) [#34]
DarkLordz
- i didnt destroy or lose the code..it was jst
that the code was altered + im not convinced everything
will still work...im going to have look at it later though
+will post a new topic when ive uploaded everything...


darklordz(Posted 2004) [#35]
@Mystik
Yes thats the one...Please upload///

@Defoc if Mystik uploads u don't need to go trough all that trouble.. It itought ur code was realy usefull the way u used dummy nodes to emit particles, and the trail fx looked awesome....


puki(Posted 2004) [#36]
I don't see it - so I'll have another chocolate.


Zace(Posted 2004) [#37]
Obviously there is a lot of interest here. I'd love to see a download (demo or code or BOTH)


Rob Farley(Posted 2004) [#38]
I don't mean to sound rude, especially to Defoc8, but I really wasn't that impressed with this demo and I don't understand why there is so much interest in it. Yes, it was quite nice but none of the effects in it seemed difficult or ground breaking. Maybe I've missed something?


darklordz(Posted 2004) [#39]
Well there is only my interest innit because he layed down one hell of a start for a particle system....I for one tought it was a superb contribution to the community. Everything is welcome... And of course some or most f you might be like pfft i can do better but hey most of the community can't or hasnt...

for those that want it ? creds to mystik for mailing it to me... http://81.173.33.17/balpoint.com/files/FxDemo.zip


Defoc8(Posted 2004) [#40]
hehe..
yes..i suppose its not very clever. then again that wasnt
the point...the point was that people wanted to have a look
at the code + see how it was done. Sure, if your one of
those lucky folks that know how to handle most 3D fx
problems..then there isnt much point. But until i created
my demo + made the fx code public..i hadnt seen a single
demo of camera aligned trails...

lol..anyway..i will sort out the download at the weekend..
- + cheers darklordz :p

+Rob - the post was originally showcase for "SOL" my elite
style game + to be honest, i havent seen a better looking
blitz space demo...perhaps you could point me to one ;)

hehe..thanks anyway :p


Rimmsy(Posted 2005) [#41]
Sorry for dedging this up. I was just intested in the the trails in this demo but it doesn't work. MAV on start. Come to think of it a LOT of old blitz exe just don't work these days. Is it due the DEP update?

I'll try turning off DEP, restarting and trying again


Rimmsy(Posted 2005) [#42]
Well, no, that was isn't it. It just plain doesn't work. never mind.


Damien Sturdy(Posted 2005) [#43]
Alot of new ones too...

Since SP2+updates, i've seen alot of MAVS, though most of them are getting explained now.


Rimmsy(Posted 2005) [#44]
annoying innit