here's an example of how Groove calls for an image in one of his 1.4 configs
Code:echo(" BACKGROUNDZ"); $vhud::Background::Texture::flaghud = "FlagHUD.png"; function vhud::vBackground::create() { if ( $vBackground::Loaded ) return; $vBackground::Loaded = true; vhud::create( "ScriptGL::vBackground", "0% 0%", "0% 0%", vhud::vBackground::render ); HUD::New("ScriptGL::vBackground", 0, 0, 80, 30); } function vhud::vBackground::render() { if($Scriptgl::CurrentGui != "playGui") return; if(!Control::getVisible("ScriptGL::vBackground")) return; %pg = Control::getExtent("PlayGui"); %x = getWord(%pg, 0); %y = getWord(%pg, 1); %size = glGetTextureDimensions($vhud::Background::Texture::right); %dx = getWord(%size,0); %dy = getWord(%size,1); glEnable($GL_BLEND); glDisable($GL_SCISSOR_TEST); glBlendFunc($GL_ONE,$GL_ONE_MINUS_SRC_ALPHA); glAlphaFunc($GL_GREATER,$GL_ZERO); glEnable($GL_TEXTURE_2D); glColor4ub(255,255,255,255); glDrawTexture($vhud::Background::Texture::flaghud, $GLEX_SCALED, 700 , 4 , 1.0, 1.0); glLoadIdentity(); } vhud::vBackground::create();
@lee: if you want to get the physics right I suggest you read everything andrew's written here:
Andrew - Tribes 1 Physics, Part One: Overview
i wouldn't expect him to lend you a minute of his time though
What he has there wouldn't directly apply to all engines. Not like you can copy and paste physics code, and expect it to feel exactly the same. Dumbest shit I've ever read.
This is fantastic, the more you write the more clueless you sound.Yeah i know, but it does help.
I can see that when jumping they add forward force also. Right now i currently only add upforce.
I wont be able to copy and paste is but still it will help alot. Infact alot of it is TOO simple, I would have to "dumb" my Playercharacter physics down alot if i wanted it to be spot on.
These are the following things ive noticed so far, which will help out alot to get the same T1 feel.
1. There is a difference in forward/backward force than sideways force.
2. They multiply the sideforce while using jets to give more lateral movement in the air, one thing i was having problems with but solved in a different way.
3. They jump by adding an impulse force. My way of jumping is just by translating the position up a certain amount.
4. Skiing is an effect of lowering friction the longer the player has been in the air, not by reducing friction a static amount.
Not to put too fine a point on it, but the best you can gather from that video is what skiing looks like, now what it feels like.yeah andrew was dumb
nofix hating and dare jumping on the bandwagon
i have little doubt that dare could not actually comprehend what he read (not that it was technical reading)