from creation to application
from creation to application
OK, if i have a map with just one box, and i play that map with bzflag,
how does it create the inside of the box that you see with oo?
how does it create the inside of the box that you see with oo?
- knoxkorner
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you mean, when you drive inside the box with OO that oyu can look out??
When you meant this, then my answer is: its automatic created
When you meant this, then my answer is: its automatic created
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- A Meteorite
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BZFlag draws this in OpenGL (as is everything else) - which is hardcoded into the application (along with the tank models, etc). With some fancy mesh work, I'm sure you could reproduce this effect but with different objects.OO7 wrote:what im trying to find out is how bzflag creates it that way, so that you could put the same thing in ANY object
I wouldn't have the slightest clue how to go about that, though.
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Email me: bzmet…@gmail.com
when i asked who the developers where, i was looking for names.
A Meteorite wrote
A Meteorite wrote
im trying to find the process that is hardcoded into bzflag that handles the creating of the insides of the boxes.BZFlag draws this in OpenGL (as is everything else) - which is hardcoded into the application (along with the tank models, etc). With some fancy mesh work, I'm sure you could reproduce this effect but with different objects.
- A Meteorite
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For a start, you can join #bzflag on irc.freenode.net. This is where all the developers hang out. Some people to ask would be JeffM2501, DTRemenak, and brlcad.OO7 wrote:when i asked who the developers where, i was looking for names.
OpenGL code inside the source would not be able to be ported to a map file.OO7 wrote:im trying to find the process that is hardcoded into bzflag that handles the creating of the insides of the boxes.
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- LouMan
- Chief Sgt. of Cartography
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You can use inside coordinates to define the 'inside' of a mesh object in a map file (.bzw). Just be sure that the point defined is actually inside the object, with no 'holes' - otherwise the entire outside of the object could be considered 'inside' and strange things happen.
Use the 'inside' statement with the mesh definition, more than once if required. For example, here is a simple box with a single inside coordinate defined (since this coordinate is able to 'see' the entire inside of the box, it's all that's required):
mesh
#8 vertices, 12 faces
inside 0 0 0.5
vertex -0.50000000 -0.50000000 1.00000000
vertex -0.50000000 -0.50000000 0
vertex -0.50000000 0.50000000 0
vertex -0.50000000 0.50000000 1.00000000
vertex 0.50000000 -0.50000000 1.00000000
vertex 0.50000000 -0.50000000 0
vertex 0.50000000 0.50000000 0
vertex 0.50000000 0.50000000 1.00000000
normal -0.57735027 -0.57735027 0.57735027
normal -0.66666667 -0.66666667 -0.33333333
normal -0.33333333 0.66666667 -0.66666667
normal -0.66666667 0.33333333 0.66666667
normal 0.33333333 -0.66666667 0.66666667
normal 0.66666667 -0.33333333 -0.66666667
normal 0.57735027 0.57735027 -0.57735027
normal 0.66666667 0.66666667 0.33333333
matref MaterialName
face
vertices 0 3 1
normals 0 3 1
endface
face
vertices 0 4 3
normals 0 4 3
endface
face
vertices 1 3 2
normals 1 3 2
endface
face
vertices 1 4 0
normals 1 4 0
endface
face
vertices 1 5 4
normals 1 5 4
endface
face
vertices 2 5 1
normals 2 5 1
endface
face
vertices 2 6 5
normals 2 6 5
endface
face
vertices 2 7 6
normals 2 7 6
endface
face
vertices 3 7 2
normals 3 7 2
endface
face
vertices 4 7 3
normals 4 7 3
endface
face
vertices 5 7 4
normals 5 7 4
endface
face
vertices 6 7 5
normals 6 7 5
endface
end
Use the 'inside' statement with the mesh definition, more than once if required. For example, here is a simple box with a single inside coordinate defined (since this coordinate is able to 'see' the entire inside of the box, it's all that's required):
mesh
#8 vertices, 12 faces
inside 0 0 0.5
vertex -0.50000000 -0.50000000 1.00000000
vertex -0.50000000 -0.50000000 0
vertex -0.50000000 0.50000000 0
vertex -0.50000000 0.50000000 1.00000000
vertex 0.50000000 -0.50000000 1.00000000
vertex 0.50000000 -0.50000000 0
vertex 0.50000000 0.50000000 0
vertex 0.50000000 0.50000000 1.00000000
normal -0.57735027 -0.57735027 0.57735027
normal -0.66666667 -0.66666667 -0.33333333
normal -0.33333333 0.66666667 -0.66666667
normal -0.66666667 0.33333333 0.66666667
normal 0.33333333 -0.66666667 0.66666667
normal 0.66666667 -0.33333333 -0.66666667
normal 0.57735027 0.57735027 -0.57735027
normal 0.66666667 0.66666667 0.33333333
matref MaterialName
face
vertices 0 3 1
normals 0 3 1
endface
face
vertices 0 4 3
normals 0 4 3
endface
face
vertices 1 3 2
normals 1 3 2
endface
face
vertices 1 4 0
normals 1 4 0
endface
face
vertices 1 5 4
normals 1 5 4
endface
face
vertices 2 5 1
normals 2 5 1
endface
face
vertices 2 6 5
normals 2 6 5
endface
face
vertices 2 7 6
normals 2 7 6
endface
face
vertices 3 7 2
normals 3 7 2
endface
face
vertices 4 7 3
normals 4 7 3
endface
face
vertices 5 7 4
normals 5 7 4
endface
face
vertices 6 7 5
normals 6 7 5
endface
end
See the aptly named "developers" group: http://my.bzflag.org/bb/groupcp.php?g=1235OO7 wrote:when i asked who the developers where, i was looking for names.