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Full Version: A little confusion...
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I wasn't sure if I should post this in the editor, or engine section, so I'm just posting it in Support right now. Hey everyone, it's wander. I have a small question about dim in general. Let me start with a little background:

I'm currently making a game (more info to be divulged later) that relies quite frequently on platforming. The main character pushes blocks to solve puzzles, and then jump to different areas. There are many structures that the main character must jump to to progress. There also must be solid walls pillars and ruins throughout the land. The main character is done and working in the game, and I've made many structures that are in animator ready to be imported in to editor.

Now the problem is, whenever I make a landscape in editor and then import my objects they are pass-throughable in many areas. Now I know this isn't a problem in the models themselves, because they were made with care and precision as to ensure solidity.

I think for some reason, dim isn't recognizing all the solid areas in each object. Could anyone help me with this problem? Has anyone experienced this before? I'm also very confused on hit boxes... Are you simply supposed to spawn them in editor, and then by guess and check, change the boxes height, width and position? This seems extremely hard. I was told the new beta version of dim uses meshes, but still, all my objects are able to be passed through. Any and all help will be extremely appreciated. Smile
Please separate that intimidating looking block of text. Smile

Which beta are you using? You shouldn't have to be that manual. If you're using the latest beta try using the one before that one.
I've tried using many of the beta's so there's no selected one. Please, help me... Is there an easier way to hit box, or mesh objects? I get the feeling there is something I'm just not getting...
Alright...
You made models, textured them etc. and now want to place them as objects in your map, right?
Is the player able to interact with these objects?
If yes, you need to write a script for each object, specifying it's behaviour and settings.
If not, and you are using one of the new betas, place the models obj file in the Data/Library folder.
Then in the editor, click the add mesh button, select your mesh and place it in your map.
Now select the texture (placed in Data/Bitmaps/Textures) and you're done. The object will be a part of the map now.
I've followed your steps, and it seems to work, until I actually import the item. Editor gives me a message saying "no UV coordinates in obj" I'm not sure what this means. If it helps, I put the original .obj file, from wings, in the library folder.
Sorry, the object I was importing was a bad file, I've tried with others, and it works fine! Thank you so much for your help!
You sure? I think it was because you set the script size smaller than the object size.

Code:
    obj.size.x=2489;
    obj.size.z=2000;
    obj.size.y=2232;
    obj.size.weight=5;

If those numbers are smaller than the ones in the animator, then the player will be able to pass through parts of the object. Make sure to set pushable to true so the player can push them. Wink

Only if you want the player to be able to push them. Smile
Of course, but he said his game was about pushing stuff around to find your way out.
I am supposing that it will be like "block dude", the game that I definitely don't play on my calculator instead of paying attention to math class. :P

ccccc Wrote:
...his game was about pushing stuff around to find your way out...


That's what she said. [Couldn't resist.]

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