Search found 620 matches

by Ats
Tue Jul 25, 2023 8:45 am
Forum: General discussion
Topic: Skybox
Replies: 4
Views: 20797

Re: Skybox

All right, I get it :wink: But the problem is that I'm taking advantage of ZGE BitmapNoise to make a moving background. I'm trying with a SkyCylinder, that only rotates on its X axis. It should work, but the cylinder mesh ZGE Library.xml is made out of a sphere, without texture coordinates. So I mad...
by Ats
Mon Jul 24, 2023 9:40 pm
Forum: General discussion
Topic: Skybox
Replies: 4
Views: 20797

Skybox

Hello. I want to rotate the sky while landing on planets in Omeganaut. So I'm planning to replace the background rectangle by a skybox. But I don't know how to get rid of the visible edges and corners of the cube. Is this possible, or should I use a skysphere instead? Here's my simple example: <?xml...
by Ats
Wed Jul 05, 2023 1:49 pm
Forum: General discussion
Topic: ZGEBullet Collision Shape Viewer / Editor
Replies: 14
Views: 93509

Re: ZGEBullet Collision Shape Viewer / Editor

And it's done! The whole thing can be optimized, but it's working and already saving me tons of time. Here's the latest ZGE project. I moved the creation of the ZGEBullet shapes to the same ZLibrary as the declaration of their names, so it is simpler to not forget things. <?xml version="1.0&quo...
by Ats
Tue Jul 04, 2023 7:32 pm
Forum: General discussion
Topic: ZGEBullet Collision Shape Viewer / Editor
Replies: 14
Views: 93509

Re: ZGEBullet Collision Shape Viewer / Editor

Thanks Kjell. I'm not sure I understand what's going on in you snipet. What are the ZExpression and MeshExpression doing in a group? I didn't know this would even work. But another great example anyway :D I can simply retrieve the offset in my sketchup ruby script and store it with the rest, it will...
by Ats
Sun Jul 02, 2023 7:06 am
Forum: General discussion
Topic: ZGEBullet Collision Shape Viewer / Editor
Replies: 14
Views: 93509

Re: ZGEBullet Collision Shape Viewer / Editor

Thanks for the tips, Kjell. I'm advancing pretty well, but I'm stumbling on a little problem. With this new method, it is simpler to export models to ZGE without having to center them, so that, as an example, the pyramid can be put on the ground by setting its Position.Z = 0, instead of Position.Z =...
by Ats
Fri Jun 30, 2023 4:11 pm
Forum: General discussion
Topic: ZGEBullet Collision Shape Viewer / Editor
Replies: 14
Views: 93509

Re: ZGEBullet Collision Shape Viewer / Editor

This is taking shape, one might say. The next step is to be able to export compound shapes, made out of one or several shapes. It starts at one, because if the shape is rotated or translated, then it is set as a compound shape: Example with just one translated box: SHAPE_BOX_1000x400x30000 = zbtCrea...
by Ats
Thu Jun 29, 2023 8:38 pm
Forum: General discussion
Topic: ZGEBullet Collision Shape Viewer / Editor
Replies: 14
Views: 93509

Re: ZGEBullet Collision Shape Viewer / Editor

This was pretty straight forward. Tomorrow I'll attack cylinders, capsules and cones, then the compound shapes :wink:
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simple_shapes.png
simple_shapes.png (27.52 KiB) Viewed 93449 times
by Ats
Thu Jun 29, 2023 4:32 pm
Forum: General discussion
Topic: ZGEBullet Collision Shape Viewer / Editor
Replies: 14
Views: 93509

Re: ZGEBullet Collision Shape Viewer / Editor

All right, thanks for the explanations Kjell. After some thought, I'm planning to create an exporter in ruby for Sketchup, as I prefer that program to make low poly spaceships. But first thing first, I need to choose a size of reference: In ZGEBullet, when I create a basic cube, it goes like this: S...
by Ats
Wed Jun 28, 2023 8:48 pm
Forum: General discussion
Topic: ZGEBullet Collision Shape Viewer / Editor
Replies: 14
Views: 93509

ZGEBullet Collision Shape Viewer / Editor

Hello, it's the summer again, I'm back in the game... And I rediscover why I completely stopped working on Omeganaut: setting the collision shapes is a hassle. We can't see the collision Bodies of ZGEBullet, so I had to do some magic with basic visible meshes and transformation scales. But it is sti...
by Ats
Fri Apr 28, 2023 9:31 am
Forum: Feature requests
Topic: Edit XML with an external editor
Replies: 13
Views: 63636

Re: Edit XML with an external editor

Thanks VilleK. I just downloaded and tried on my project. For starters, I'm not really convinced by the node tree being reopened. It's super slow now. It looks like the whole project is being reopened from scratch. Or maybe it's the same speed as before and I emphasize on it, I'm not sure. Was it th...
by Ats
Fri Apr 21, 2023 9:55 am
Forum: Feature requests
Topic: Edit XML with an external editor
Replies: 13
Views: 63636

Re: Edit XML with an external editor

Hahaha thanks for those overkill examples. I may not directly use them like that, but they could be handy to load some other external data that I get from a spreadsheet :wink:

Edit:
Thanks VilleK. There is no rush. I'm just planning my next moves in order to get motivated to continue!
by Ats
Thu Apr 20, 2023 2:02 pm
Forum: Feature requests
Topic: Edit XML with an external editor
Replies: 13
Views: 63636

Re: Edit XML with an external editor

Can you elaborate on what difficulties you're experiencing because your project is so huge? Mostly, having to deploy the component tree in order to select the right thing to display a lot of lines of code into the little ZGE code editor. And if I edit anything in the XML editor, it will entirely cl...
by Ats
Thu Apr 20, 2023 9:08 am
Forum: Feature requests
Topic: Edit XML with an external editor
Replies: 13
Views: 63636

Re: Edit XML with an external editor

Hello. My game is slowly becoming huge for only one file, even if I comment everything in order to find what and where things are... I'm planning to write a simple batch file to append several txt files into one final xml project, and so I was wondering if it would be possible to build a zgeproj wit...
by Ats
Sat Feb 18, 2023 8:25 am
Forum: General discussion
Topic: Recycling models, is it worth it?
Replies: 6
Views: 7732

Re: Recycling models, is it worth it?

hahaha, another simple yet super explicit and colorful example of yours. Thanks. For the benchmark, I'll do that when I'll finish fusing all the FX into one Model, now that I know Category can be changed without breaking everything. I'll just have to switch on/off the spool and run some tests. Regar...
by Ats
Fri Feb 17, 2023 7:21 pm
Forum: General discussion
Topic: Recycling models, is it worth it?
Replies: 6
Views: 7732

Re: Recycling models, is it worth it?

Thanks Kjell. And with the addition of ModelState, the BoxReset in Box Model can then call substates with their own initialization, which is pretty neat. <OnSpawn> <ZExpression Name="BoxReset"> <Expression> switch(CurrentModel.Box_Type) { case 0: @SetModelState(State:State_Box_Cube); break...