giveupgames i have a question, im actually trying to export a model from 3dsmax to xna, ive tried in .fbx and .x formats but either way i cant manage to load them (when i add bones, if its just the .fxb model without bones i can load it perfectly) i was wondering if you have any documentations or tutorials on the matter...
Some people do the lame thing, and simply get the Y coord of the hightmap for any position in the world (with in the hightmap's x,z) and just force objects to always stick like that. If you do it that way, later, when you want to jump, or having things bounce off it, or know to roll down a steep hill, you will end up writing contrived solutions to do those simple things. So if you deal with the transition pains of implementing physics, all the other stuff will come very easy
Yeah, that's right. However, the added ingredient is a physics engine. The hightmap will get you what you want graphically, but the physics system is responsible for knowing how to make things collide.
maxy125: This is normally done using a "heightmap", a two dimensional grid of numbers (usually 513x513, 1025x1025). Each number represents the height of the corresponding vertice. e.g. A terrain heightmap with only four vertices (infinitely small) could be represented thusly:
0|512|1024
0|512|1024
0|512|1024
0|512|1024
This heightmap would create terrain with a rising slope to the right.
thats cool i was wondering how do u make the map, its a model right? but how do u define the bits that are solid and the high ground and low ground can u explain how that works lol?
how the fuck can I animate my model.
I'm stuck on this for weeks now :(
All I want is my model to move his legs when I walk instead of jump gliiiiding across my world.
Thanks in advance
Rangasux
rangasux 5 months ago 2
giveupgames i have a question, im actually trying to export a model from 3dsmax to xna, ive tried in .fbx and .x formats but either way i cant manage to load them (when i add bones, if its just the .fxb model without bones i can load it perfectly) i was wondering if you have any documentations or tutorials on the matter...
Kalibre120 1 year ago
Some people do the lame thing, and simply get the Y coord of the hightmap for any position in the world (with in the hightmap's x,z) and just force objects to always stick like that. If you do it that way, later, when you want to jump, or having things bounce off it, or know to roll down a steep hill, you will end up writing contrived solutions to do those simple things. So if you deal with the transition pains of implementing physics, all the other stuff will come very easy
giveupgames 1 year ago
Yeah, that's right. However, the added ingredient is a physics engine. The hightmap will get you what you want graphically, but the physics system is responsible for knowing how to make things collide.
giveupgames 1 year ago
maxy125: This is normally done using a "heightmap", a two dimensional grid of numbers (usually 513x513, 1025x1025). Each number represents the height of the corresponding vertice. e.g. A terrain heightmap with only four vertices (infinitely small) could be represented thusly:
0|512|1024
0|512|1024
0|512|1024
0|512|1024
This heightmap would create terrain with a rising slope to the right.
FuckBurglar 1 year ago
thats cool i was wondering how do u make the map, its a model right? but how do u define the bits that are solid and the high ground and low ground can u explain how that works lol?
maxy125 2 years ago