angiel
Beginner Member
Posts: 3
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Post by angiel on Aug 20, 2015 12:02:47 GMT
Hello. It is only recently that I use 3d rad and I have a problem with collisions between the trees and my car. The car passes through the trees. I have linked the trees to the car and selected the box "collision detection" in trees properties. How can I do? P.S. if I put a RigidBody (for example: Sphere2m, linked to the car) where is the tree, the car stops. Is it the right procedure ? Is necessary to put a RigidBody for each tree ?
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Post by Power Supersport on Aug 20, 2015 13:03:04 GMT
First, welcome to the forum! The default tree in 3D Rad is glitched... you have to download the addon and chose another one... 3drad.com/addons/Trees_xi.htm
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 20, 2015 16:14:39 GMT
you also need to connect the tree with the car using the checkboxes
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Post by Power Supersport on Aug 21, 2015 9:23:29 GMT
That's what he did...
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 21, 2015 10:59:25 GMT
how did i missed that? ya then they might be buggy its not working for me too
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angiel
Beginner Member
Posts: 3
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Post by angiel on Aug 21, 2015 17:28:54 GMT
Thank you very much for the informations. I resolved quickly and now I can continue in my project to make a rally game. Although it is only recently that use 3D rad, I really like; I regret that the program is no longer updated (at least for what are my information). Sorry for my bad English.
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Post by BorekS on Aug 24, 2015 7:54:59 GMT
welcome a board, angiel my two cents: soon or later you probably will hit 3drad low performance problem, I mean linking every single Tree object with Car object, to make it collidable. the less events and objects in the project, the better. I would recommend to use a simple invisible RigidBody wall around the rally track, which will be the collidable obstacle for you Car. the "real" visible trees should be Skinmesh object, no physical stuff, and these all trees should be merged into one 3D object. this could be the way, how to achieve any smooth running 3DRad game project... its also a much much more usable solution comparing to any tree mesh impostered solution. I dare to say I have a rich experience with such kind of 3DRad game development you can check some similar project thread here: www.3drad.com/forum/index.php?topic=8641.0
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Post by Power Supersport on Aug 24, 2015 8:15:57 GMT
I agree! More objects will cause slowdown of the framerate and becomes harder to interact while you design your project... Just Imagine that you add 100 trees and you have to link all of them separately to a sertain object? The better, but harder solution is to use Imposters, which can dramatically improve the framerate and can give ease of use and interact... But it's harder to implement... You need to have advanced script knowledge in order to properly install an imposter system... I mean achieving good looking project plus good performance with less imposters... Take a look at Geometry Dash 3D for example... I use only imposters... my games are full of imposters since I know how to use them... And you can see what you can do with imposterswith less imposters... 3drad.boards.net/thread/162/geometry-dash-3d
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Post by BorekS on Aug 24, 2015 13:58:57 GMT
I have to say, I was using the imposter method for the F1 LEGENDS game project by past with a very important result: NEVER MORE!!! 400x impostered single sided flat triangle polygon with a small tree texture, billboard oriented, scripted transparency shader: fps 30 400x impostered single sided flat triangle polygon with a small tree texture, billboard oriented, vegetation shader: fps 35 400x impostered flat 4-triangle polygon with a small tree texture, vegetation shader: fps 40 400x flat 4-triangle polygon with a small tree texture as one skinmesh, scripted transparency shader: fps 55 400x flat 4-triangle polygon with a small tree texture as one skinmesh, vegetation shader: fps 60 btw, implementing imposters into any shaped or just complex surface is pretty easy, because it can be placed into exact place where the current axis is the vertex axis of the mesh surface (mesh wire). this logic we can find in the 3Drad default ImposterMeshMapDemo.3dr project. unfortunatellly Fernando did this feature buggy, and needs to be patched with RRSofts imposter meshmap patcher, because in the project file is always stored absolute path to the skinmesh source - which is unusable when the project/game runs on another machine. it just depends where the imposters are used.
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Post by Power Supersport on Aug 24, 2015 17:59:13 GMT
Look... 400 imposters are too much... If you do somewhere between 50 - 100 and change the location of them dynamically, I think you will increase framerate... So... Take a look at my past minecraft project... 3drad.boards.net/post/1331Especially this post shows up everything... Do you think that I used 262144 imposters that are dynamically hiding and showing? NO! Would kill my PC! I used 1024 imposters and made them move when I'm close to them... And look my geometry dash project as you know... Imposters are unavoidable! I can't use something else to make custom and convenient editor...
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angiel
Beginner Member
Posts: 3
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Post by angiel on Aug 24, 2015 20:21:03 GMT
Thanks for all the information. But have you news regarding any updates or the resumption of development of 3D Rad?
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Post by Power Supersport on Aug 25, 2015 8:18:01 GMT
The bad thing about it is that 3D Rad is no longer supported... It's latest version is 7.22...
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Post by Thunder on Aug 25, 2015 9:35:09 GMT
Yeah... That's so sad
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Post by BorekS on Aug 25, 2015 12:52:27 GMT
@ Power Supersport: yes, I agree totally, some projects are just undoable without imposter logic and your work is the proof it can work great. you have my biggest respect, mate with a lack of my script knowledge I just solved the performance problem with a non-scripted imposter-free tree planting it works well, so I am using this at all my current projects, incl. Le Prix (all track side objects) or NoMans Land Warriror (all static landscape objects)
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