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    Inactive Combat

    I was trying to implement the JBullet debugger for the collsionshapes but i ended up extending the AABBRender Class to render the OOBB that are attached to bones. This works and helps testing the collsion for the Combat. Hopefully i can replace it with the Debugger from JBullet. Here is a...
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    Inactive Combat

    Immortius What i actualy meant was to parse the mesh of a seperate skeletonfile that defines the collsion volumes per bone and create the simple collsion volumes from it. If thats not possible or at least not practical what file format should we use for the collision hulls ?
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    Inactive Combat

    Immortius Cervator I had a closer look into the md5 Mesh format. I tried to get my head around how to dynamically create the Collsionvolume-Tree based on the vertices of each bone but i think a more elegant solution would be if the collsion volumes are defined in a seprate mesh (Im aware that...
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    Inactive Combat

    Just a little update. I implemented the math to check from which direction the Entity has been hit. (above,below, right,left, front, behind ). Im using the hitposition , the position of the Entity and its current rotation. Im working on some examples like critical hits if an Entity is hit in...
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    Another video is up...

    Simply awesome as always. :D.
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    Inactive Combat

    I forget to add the mesh file to my repository doh :oops: I added the missing files to my repository. Its only a black box that is currently a placeholder for the real mesh i started working on so dont wonder. The "arrow" should now be rendered.
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    Inactive Combat

    Hey everyone. Thanks for your feedback. I will fix the remaining problems and have a closer look at the rendering problem. Maybe i have to check my projectile model again or replace it with another one. I hope it only takes me till next weekend to get everything updated. I planned to do that...
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    Inactive Combat

    Finally a new Version of the Combat System is finished !!!. You can find it in my current reposistory under https://github.com/aherber/Terasology. Its still buggy right now. I dont want to make a pull request before i haven't updated everything to the current state of development. If you want...
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    Inactive Combat

    Ranged Combat Prototye: - This is an expirement for the Ranged Combat. It can be best described as a First Peron Realtime Worms. Projectile Weapons , like the Bow, can be charged by holding the Button . On Release the Projectiles is fired. The bigger the charge is the more Force is added to...
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    Inactive Three Tier AI

    ReleeSquirrel This sounds really interresting. I guess that there are alot challanges to overcome when it comes to ai in a procedural world in general. But i kind of like the idea of having a social ai. I think this could lead to some interessting and dynamic interactions between npcs and also...
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    Windows 8 - Spiel startet nicht

    Hallo maxtheblogger Wurde die Welt in einem älteren Build von Terasology generiert ? Verwendest du den aktuellsten Build von Terasology ? Es ist möglich, das durch die Änderungen die inzwischen am Code vorgenommen wurden sind, deine Welt nicht mehr kompatibel ist und sich daher nicht mehr so...
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    Windows 8 - Spiel startet nicht

    Hi @maxtheblogger Laut der log-Datei konnte die Grafikkarte nicht initialisiert werden. Wir empfehlen dir daher zu prüfen, ob du den neuesten Treiber für deine Grafikkarte verwendest. Gegebenenfalls solltest du ein Update vornehmen. Sollte der Fehler nach dem Update weiterhin bestehen, würden...
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    trajectory and projectile rotation

    Immortius i will take a look into both options. I think its possible, but i will see how much work it really is. Maybe I have to put it on hold. Its just an idea to make content production and modding easier. At least i think it could be. This maybe easier for people who doesnt have so much...
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    trajectory and projectile rotation

    Immortius thank you so much for your help . I have been struggeling with this the whole weekend.I finally got it to work and the flightpath i really smooth now. Im so happy right now :). I could flip my desk. Thanks again. This works like a charm :D . /** * lookAt is a convienence method...
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    trajectory and projectile rotation

    I wrote a new version of the trajectory Method using the QuaternionUtil Class that comes with JBullet. But the projectiles still behave the same way. private void trajectoryNew(RigidBody projectile, EntityRef entity){ Vector3f velocity = new Vector3f()...
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    trajectory and projectile rotation

    Hello again, its been a while since my last post. Im sorry. Im currently working on the ballistic trajectory for projectiles. Its working the way i want it to and the arrows fly in a parabolic path. There are still some problems remaining concerning the rotation of the arrow during the...
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    Exporting Models in Blender with the correct Rotation

    Thank you Immortius for the Information :) . It helps alot. I will use a simplified HullShape or the BoxShape for my Arrow and my other models then.
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    Exporting Models in Blender with the correct Rotation

    Im having some Problems to understand how i have to export my models out of blender so that when i am using the mesh with a collsion shape the rotation of the mesh fits the rotation of the collision shape. I know that i can define the axis for the up and forward vector in blender when i export...
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    Entity is not beeing rendered when its using the RigidBody Component

    Immortius I merged the code the develop branch with my repository and added two different versions of the same bow to the goodiechest. One Bow is using the rigid body Component for the arrows(Itemname: Bow). The other is not (Itemname: BowNoRigidBodyArrow). Otherwise there are no differnces...
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    Entity is not beeing rendered when its using the RigidBody Component

    It seems to me that the Entitydefintion is loaded correctly (At least the log-File doesnt show any errors when it loads the ressources or the prefab file. Maybe im Missing something here. ) There are some Type Mapping Errors / Problem concerning the serialization/deserialization of some Fileds...
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