gametechmods
Robot Arena => Modifications => Topic started by: WhamettNuht on July 10, 2010, 03:28:11 PM
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Seeing at how I want to become better at modding arenas, thought i'd start this thread lol :P
Mainly for any problems I may encounter.
1st arena idea being undertaken and 1st problem :mrgreen: :
Wild Robots 2010 Arena
As all of you know, the first WR arena had no hazards, and walls that went up and down to let bots back in.
Not this time :mrgreen:
For Wild Robots 2010, I wanted to have a large number of spinners enter to bring more interest and chaos.
So, (i hope you dont mind click, me keep on modding your arenas, they are awesome lol :mrgreen: ) I am using the BBEANS 2 arena as a base.
First modification if that im having the walls at least 2/3 times the height of the WR 2009 arena, so that:
A) It'll mean less OOTA's and more destruction
B) To prevent spinners from throwing themselves out on a big hit.
2nd mod, i'd quite like to have the robots start on the flippers, and put the flipper time to about 5/10 seconds, so if a robot isnt quick enough, they'll be thrown! :mrgreen:
3rd, to add to the chaos, with the aspect of spinners crashing around the arena, i'm keeping the blade in but moving it to one side of the arena.
Of course i'll add an AI avoid code in the .py for it.
Opposite that im thinking of adding a flame pit or something along those lines.
And so, first problem im facing:
The arena loads up fine (for once :P) but whenever the match starts, the robots fall through the floor, like theres no collision there.
All i've edited so far in the arena is:
the .py (name, description ect. and getting rid of that bot flame code that the BBEANS 2 arena had)
the map names
and moving the blade and adjusting the wall height
If anyone knows of a solution, it would be much appreciated :mrgreen:
Thanks
-Wham
(p.s. After 4 weeks of non-stop training, a badly injured knee and a nearly fractured rib, i passed my brown 3rd tag belt at jujitsu today :mrgreen: Now i can go for my black belt :D)
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Noes, flippers will fail now...
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Very helpful...lol jks :)
Not all flippers will fail, theres one certainly strong one in the new lineup ;)
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Would that one possibly be High Flyer 3?
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In the GMF, you moved/removed the floor geomobject, floor collision geomobject, or changed the *DISABLE_COLLISIONS option in the bottom RBCOLLECTION.
It's best to upload and link your modded files for us'all to gander at, Wham. Much easier with hands on...
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hmm, fair enough. will do it tommorow.
bit tired right now lol :P
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The BBEANS Arena V2 uses a special floor that none of the compilers or decompilers understand. You can either re-enable the floor's collisions (as suggested by Mad) or you can edit the compiled version so that it uses the special floor. I can't remember which hex values needed to be changed to get the Plane01's infinitely flat surface but I remember Click posted something about how to do it.
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...but I remember Click posted something about how to do it.
Care to link? I am intrigued.
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The instructions for adding Plane01 can be found here (https://gametechmods.com/forums/index.php/topic,2663.msg74603.html#msg74603).
I've made a couple different arenas using it but it takes awhile to get used to finding it in the compiled gmf every time you want to test the arena.
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Oh, so it's just a Plane object. I need to implement those. Thanks!
edit: apparently I already have in my decompiler (http://www.google.com/codesearch/p?hl=en#fA9MOJG_AO0/trunk/gmfdec/GMFDec/havokFunctions.cpp&q=plane%20package:http://gmftoolkit%5C.googlecode%5C.com&sa=N&cd=1&ct=rc) but not yet in my decompiler. Whoops. It's just a 32-bit integer (probably an enum originally) that is either 0 for standard objects and 1 for planes. And yeah, it comes right after the transformation matrix.
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I already have in my decompiler (http://www.google.com/codesearch/p?hl=en#fA9MOJG_AO0/trunk/gmfdec/GMFDec/havokFunctions.cpp&q=plane%20package:http://gmftoolkit%5C.googlecode%5C.com&sa=N&cd=1&ct=rc) but not yet in my decompiler.
wat?
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YAY!!! Problem solved :P
The arena is taking shape really nicely now :)
Will post a pic once complete :)
Quick question, the fence (or inside walls) are now solid white...anyone know how to ge them back to translucent? :P (I havent played with the wall material settings)
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you must not be using Serges compilers, Dummys forgets the transparency details
*MATERIAL_TRANSPARENCY 0
the number is a percentage as a decimal
0 = 0% transparent
1 = 100% transparent
0.5 = 50% transparent
so on, so on
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Why don't you let the flippers fire straight away, so that when the match starts, the robots get thrown.
It would put the bots srimechs to the test
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@Vertigo: Not really, I dont want the spinners desttroying themselves straight away lol :P
It would be funny to have two bots be fired into each other though XD
Anyway, for some reason, Serge's compiler dont work on the arena (comes up with that programme-error-send-dontsend-message)
Here's the link, i'll let the experts have a look :P
https://gametechmods.com/uploads/files/WR2010ARENA.rar (https://gametechmods.com/uploads/files/WR2010ARENA.rar)
Also, while someones havin a look, could someone make the bladewall static (no going up or down) as it'll be a raised outline for the flame grill.
Thanks :)
-Wham the Noob :P
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try a combo of decompile with Serge's then compiling with Dummy (dummys is fine compiling but is the decompiler that has issues)
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I'm going to keep an eye on this thread.
I might be able to help and it will help my modding skills as well. :)
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I tried using a combo, but now the arena is dark...
Heres the latest file, dunno what went wrong, its the same as the last link, all that i've done is use a mix of serges to decompile, and dummys to compile, adding 0.3 to the end of the transparency part of the fence matieral.
https://gametechmods.com/uploads/files/8893WR2010ARENA.rar (https://gametechmods.com/uploads/files/8893WR2010ARENA.rar)
Could someone have a look at it please???
Thanks
-Wham
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if your manually changing the values dont worry about combo'ing if the normal method works ok
dummys just wont have the values when you decompile so do your transparencies last
did you set the transparency for the right parts ?
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Yeah, I only set the value for the transparency part of the fence only.
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Serge's compiler doesn't work very well when there are *GMID_HAVOK_DIS_COLLISION_PAIRS at the end (which is odd because it looks like the compiler should be able to support them). I've always just swapped to Firebeetle's compiler whenever Serge's didn't work (so I've always forgotten to bring this up). It should work, if you delete the unsupported section and change the following:
*NUM_COLLISION_PAIRS 6
}
*GMID_HAVOK_RBCOLLECTION
{
*NODE_NAME RBCollection01
*NUM_DISABLED_PAIRS 6
*SOLVER_TYPE 0
to this: (note that I changed two values)
*NUM_COLLISION_PAIRS 0
}
*GMID_HAVOK_RBCOLLECTION
{
*NODE_NAME RBCollection01
*NUM_DISABLED_PAIRS 0
*SOLVER_TYPE 0
As for the lighting issues, I think the problem is that Dummy's Compiler doesn't support everything that was used. I have a feeling if you used Firebeetle's Upgraded Compiler , it would work. His compiler can be found on the Beetlebro's site.
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FB's compiler has never worked for me. I read somewhere that it's because I don't have the CD for the game. Is there a copy of the compiler that doesn't need the CD?
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FB's compiler has never worked for me. I read somewhere that it's because I don't have the CD for the game. Is there a copy of the compiler that doesn't need the CD?
To my knowledge, you don't need the CD for it to work (I think thats just one of the CFZ compilers). Although, I may have run into an error (stating that I do need a CD) when I tried using it on a Vista computer. Unfortunately, I've never tried having my CD in the computer while running FB's compiler on Vista nor do I know a way of fixing this.
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My OS is XP. I remember reading it somewhere... I'll try to find it.
EDIT: Found it:
The RA2 CD isn't in the drive. If you don't have the CD in the drive, Dummy's GMF Compiler will give you "Run-time error '52': Bad file name or number." Either put the CD in or download this version of the compiler.
Last time I checked, the link was broken. :/
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I don't think I have Dummy's old compiler but I'm definitely able to use both Dummy's newer compiler and FB slightly updated version on my XP computer. Dummy's compiler can be found in the download section of both GTM and RFSHQ while FB's compiler can be found on the beetlebros site (both compilers are based on the latter mentioned compiler in your quote). Also since we're on the topic of GMF compilers, there is also Serge/Megabyte's compiler (before the new compilers that everyone is familiar with) which is based on Dummy's compiler and supports Point to Point constraints (the only compiler besides Serge's new compilers that does) but unfortunately it doesn't support everything that FB's compiler does. Basically its a giant mess that Serge's newer compilers have tried and for the most part fixed.
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Ah. It doesn't matter. Dummy's and Serge's compilers work fine for me. :P
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Also, while someones havin a look, could someone make the bladewall static (no going up or down) as it'll be a raised outline for the flame grill.
The easiest way of doing this would be to set the mass (listed in the RBCOLLECTION) to 0. If I remember correctly, setting *UNYIELDING to True would also work...
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Yep, you remember correctly... as usual.
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When i use it the bots go straight through the floor of the arena.
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Serge's compiler doesn't work very well when there are *GMID_HAVOK_DIS_COLLISION_PAIRS at the end).
Well sh**.
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lol
@GroudonRobotWars: its ok, the arena isnt complete, he is posting it for help in modding it ;)
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setting *UNYIELDING to True would also work...
That would be setting the vaue to '1' wouldnt it?
Development is now speeding along :P
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I usually just set weight's to 0 for static objects myself
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GRAH!!!!!! :rage
Arena still wont work >.<
Now when i click on match start nothing happens.
All i've done is use serges decompiler, edit some of the values, and then use FB's compiler.
Here is the new link if anyone wants a look
https://gametechmods.com/uploads/files/wr2010arena2.rar (https://gametechmods.com/uploads/files/wr2010arena2.rar) (FOR MODDING PURPOSES ONLY!!)
Thanks
-Wham
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you have made a mistake somewhere
I know its time consuming but 1 thing at a time will save loads of headaches
if FB's works fine keep using it and just do the transparency stuff last
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setting *UNYIELDING to True would also work...
That would be setting the vaue to '1' wouldnt it?
Yes. In programming 0=False and everything else equals True (but for simplicity, it is recommended that you use the value 1 for True).
The current problem has to do with your light objects. You set *LIGHT_COLOR to 0.000000 but it needs to be a hex number. If your trying to make it white light, just set it to 0xFFFFFF.
BTW, please don't add unnecessary zeros. In your new GMF, there were many values that could have been simplified (such as using "1" instead of "1.000000"). The extra zeros just end up making the file bigger than it needs to be.
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I believe the extra zeros were put there by Serges compiler.. it appears to decompile to greater decimal places
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BTW, please don't add unnecessary zeros. In your new GMF, there were many values that could have been simplified (such as using "1" instead of "1.000000"). The extra zeros just end up making the file bigger than it needs to be.
This has no effect on the compiled file whatsoever (everything's a 32-bit float). The zeros are put in depending on how your OS implements the IEEE 754 standard. I can add code that simplifies the numbers if that's really a problem.
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thats cool.. I personally like them as it keeps all the values in line (vertex's etc) rather then having them all over the place becasue some numbers a whole and some arnt
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Though it really isn't an issue for me, I like them simplified (for the *TM_ROWs and vertices) cause it's easier to see the actual parameters as a whole (gestalt). But if it's easier to leave them there to take/line up 'numeric slots' then just leave them. Bottomline IMHO: whatever is easier to code, Serge. New/Missing syntax is more important....
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Hmm, I did the whole light thing, still nothing :/
Guess i'll redo it for the third time lol XD (no one said it was going to be easy!)
And yes, I didnt put the extra 0's there, the decomp did for some reason :S
I acctually also prefere have just the 1 unit, makes it easier when finding just '1' out of a lot of decimals rather than '1.00000' lol
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This has no effect on the compiled file whatsoever (everything's a 32-bit float).
In that case, the extra file size of the decompiled version doesn't bother me. I, generally, like to simplify my decompiled files but lines with more than one value are easier to edit when they are lined up with each other. I don't think it is necessary to add any coding for simplifying values as long that the compiled version is still the same (which makes sense now that I think about it).
@Wham: Glad to hear that your not giving up. I only did a quick search for problems so I stopped as soon as I saw the issue with the lights...
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Yeah I did a search myself and everything seemed to be ok :/
Ahh well :)
EDIT: I've even tried just decompiling the normal BBEANS 2 arena, sorting out the obvious errors, then re-compiling with FB's compiler, and it still fails :/
One thing that I can try is maybe adding a .tga texture to the fences then just using FB's decomp and compiler from now on :/
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ive tryed the first version nice look may i ask matt what has the box got 2 do with the arena?
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what?
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If you're not going to help him with the arena, don't download it, and certainly don't post a screenie of it here!
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well i just wanted to know what it does for his arena
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Thank you G.K.!
And i've said already, It a raised up outline for the flame grid, meaning bots can either stay out or try to not stay in.
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Well its been a heck of a long time since i've done anything, so here is my latest mod :mrgreen:
-RA2 Tournament AW Arena
Yes, its Lu-Tze's RA2 Tourney arena - for AWs and smaller classes.
Im acctually quite proud of it - even though theres not that much to it :P
The arena has just 1 small problem, which i usually encounter when modding this arena:
(https://gametechmods.com/uploads/images/37144screenshot_168.gif)
Its really dark :P
How do i turn the lights back on?
Once this has been done then hopefully i can release my first arena :P
Thanks
-Wham
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Is there a background color near the top of the py?
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^ wrong thing ^
IIRC its one of the compilers? :/
you using Serges ?
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Yeah.
Dummys/FBs doesnt work for me for some reason :/
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Im to out of practice to remember this stuff :P unless your meddling with the wrong thing Serges should do it without the darkness.. that usually comes from Dummy's
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All i've edited are vertexes, the positioning for some objects and the transparency settings for the Glass material.
Apart from that everything is the same as it should be.
It shouldnt be the Omni settings or the shadow triangle settings in the python that need changing should it?
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no, its not python related at all...
unless
and the transparency settings for the Glass material.
did you change the transparency of all transparency values ? in that case its the black "atmosphere" showing through all your objects
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not every single one, only the glass objects (walls & outer walls)
However i did realise that most other materials ended up with having no number at all at the end of their transparency settings so could be part of the problem?
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use the F10 cam and move under your arena floor and look up, if you can see your robots through your floor then all your objects are transparent ;)
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Nope, no bots can be seen just the under side of a very dark floor lol :P
Would it help if i just posted the version i have atm on here? :P
EDIT: Here it is (For help purposes only)
https://gametechmods.com/uploads/files/tourney_aw.rar (https://gametechmods.com/uploads/files/tourney_aw.rar)
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try decompiling with Serges and recompiling with FB's ?
oh but you will need a new GMF (hope you made backups) as the lighting damage is probably already done, dont go to all the effort of doing all your object modding again as it may not work.. just decompile then recompile a fresh one with that combo
then if it works we can take compiler out of the equation and focus on what you did in it.
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Well, for some reason FBs compiler doesnt like the arena, however when I use Serges compiler the arena works except there are no lights.
Man why cant there be just 1 compiler and decompiler that works? lol :P
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that would be Serges new one
did you actually try what I said though ? sometimes Dummy/ FB's makes its mistakes in the decompile and cannot recompile because of it, so you have Serges do it then recompile with Dummy/FB I use this combo quite frequently myself
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Man why cant there be just 1 compiler and decompiler that works? lol :P
Maybe there would be, if someone actually paid me for all the coding I do in my free time.
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if I do, do I get the compiler to myself ? if not everyone can chip in :P
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Id chip lol :P
And yes i did try decomp with serges then recomp with Dummys/FBs, but some reason whenever i use Dummys/FBs to compile on the ra2 tourney arena the screen goes blank when i load it then the audience start cheering lol :P
EDIT: While im at it, anyone know whats wrong with my lego wheel? (wont move robots along)
https://gametechmods.com/uploads/files/legowheel.rar (https://gametechmods.com/uploads/files/legowheel.rar)
Could it be to do with the very small traction size or summin? :S
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did you use serges compiler? and did you mod an existing wheel?
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I do belive i used serges (i know 1 compiler i use doesnt work on wheels)
And I edited the stock Night Go Kart Wheel.
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Id chip lol :P
And yes i did try decomp with serges then recomp with Dummys/FBs, but some reason whenever i use Dummys/FBs to compile on the ra2 tourney arena the screen goes blank when i load it then the audience start cheering lol :P
EDIT: While im at it, anyone know whats wrong with my lego wheel? (wont move robots along)
https://gametechmods.com/uploads/files/legowheel.rar (https://gametechmods.com/uploads/files/legowheel.rar)
Could it be to do with the very small traction size or summin? :S
Your traction mesh may be messed up. Did you modify it somehow?
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Reduced the size by half like the rest of the object lol :P
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You've got a bit of a conundrum with this arena here. Dummy/FB's compiler can't compile node parents. But Serge's compiler can't compile lights. And this arena has both.
You do have the most recent version of Serge's compiler, right? Because I thought he fixed the light problem. Or maybe that's in his still unreleased version with the RA1 conversion and stuff.
For now your best bet is probably to get rid of the node parents. I don't think this arena really needs them. To do that, just find whereever it says "*NODE_PARENT arena_display" at the top of each object and delete that line. Then add that object into the RBCollection. You should be able to just copy and paste this:
*GMID_HAVOK_RIGIDBODY
{
*NODE_NAME insert_name_here
*MASS 0
*ELASTICITY 0.3
*FRICTION 0.6
*OPTIMIZATION_LEVEL 0.5
*UNYIELDING 0
*SIMULATION_GEOMETRY 5
*GEOMETRY_PROXY_NAME (null)
*USE_DISPLAY_PROXY 0
*DISABLE_COLLISIONS 0
*INACTIVE 0
*DISPLAY_PROXY_NAME (null)
*NODE_TM
{
*NODE_NAME insert_name_here
*TM_ROW0 1 0 0
*TM_ROW1 0 1 0
*TM_ROW2 0 0 1
*TM_ROW3 0 0 0
}
*HAVOK_GEO_TYPE Standard
*NUMBER_OF_CHILDREN 0
}
and then increase the COUNT appropriately (be careful, it appears twice and you have to change both).
Also, USE_FAR_ATTENUATION on the light should be 1, not 292530944, and all instances of the number 16777215 should be replaced with 0.
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Thanks click, that gave the arena a major boost :)
Now i finally know what to do when modding this certain arena :)
Good news, the lights are back, bad news, the arena floor, inner and outer walls and pillars no longer show up.
Here is the new version:
https://gametechmods.com/uploads/files/tourneyaw.rar (https://gametechmods.com/uploads/files/tourneyaw.rar)
And, since i changed the thread name to Whams Mods thread, i thought i'd give everyone a little thank you gift for helping my out with this arena :)
I give you: The S-Tek Micro Brushless Motor :)
https://gametechmods.com/uploads/files/stek.rar (https://gametechmods.com/uploads/files/stek.rar)
Its basically a small HP Z-Tek motor that you can now use for your AWs :)
Hope you all enjoy ^_^
-Wham
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Haha, you beat me to it, I was going to make one for backlash. Nice job, will check out later.
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Lol, thanks Joe :)
Im quite proud of it tbh lol :P
Hopefully it should all be going towards a little mod i may be working on ;)
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I love the S-Tek
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bad news, the arena floor, inner and outer walls and pillars no longer show up.
I have to admit that I'm stumped. Everything looks like it should. You even copied the TM_ROWs of the objects into the RBCollection, which I forgot to tell you to do.
The only thing I can think of is to get rid of the arena_display object--change the arena_collision RBCollection so it looks like this
*GMID_HAVOK_RIGIDBODY
{
*NODE_NAME arena_collision
*MASS 0
*ELASTICITY 0.3
*FRICTION 0.6
*OPTIMIZATION_LEVEL 0.5
*UNYIELDING 0
*SIMULATION_GEOMETRY 5
*GEOMETRY_PROXY_NAME (null)
*USE_DISPLAY_PROXY 0
*DISABLE_COLLISIONS 0
*INACTIVE 0
*DISPLAY_PROXY_NAME (null)
*NODE_TM
{
*NODE_NAME arena_collision
*TM_ROW0 1 0 0
*TM_ROW1 0 1 0
*TM_ROW2 0 0 1
*TM_ROW3 -1.520575E-05 2.517098E-12 1.43092E-05
}
*HAVOK_GEO_TYPE Standard
*NUMBER_OF_CHILDREN 0
}
and then delete the object at the top of the file (reducing the object count by 1 afterwards).
Then go through the materials and change all the *MATERIAL_FALLOFF "Other" to "In". I've had the game crash because of that before... but never objects that don't appear.
If none of that works, try messing with the simulation geometry in the RBCollection. 5 should work, but I know that if you get the simulation geometry wrong, the objects won't appear, which is consistent with your problem. A quick explanation of simgeo numbers:
2, 3, 5, and 6 are the ones you usually see. I'm not sure what (if anything) 0, 1, and 4 are used for.
2 is for objects with no concavities and no collision mesh. If there are concavities, they will get filled in with invisible collision (it is invisible even with F12).
3 is for objects with no concavities and with collision mesh. Same deal with the concavities, but it only applies to the collision mesh, not the display mesh.
5 is for objects with concavities and no collision mesh. Concavities are not filled in with invisible collision.
6, as you have probably guessed by now, is for objects with concavities and collision mesh.
And another thing, switching between simgeo 2 and 5 can fix issues with bots' controls getting reversed. I don't remember the exact conditions under which controls are reversed, but usually if they get reversed, switching the simgeo can fix it.
Edit: OH WAIT I just thought of something. Just delete arena_collision entirely... you don't need it since you are already putting all that stuff that used to be part of arena_display into the RBCollection as collidable objects.
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Sorry to say but none of that seems to work :(
Well i guess that may be it unless there is any other methods :/
Guess i could try making another arena to get better but meh lol :P
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I meant to ask what happened to this arena
Ok, thought i might aswell.
Heres my latest:
(https://gametechmods.com/uploads/images/64614screenshot_129.bmp)
The brand new AW arena, specifically made for AW and BW pushers, rammer and flippers.
Theres still some work to do on it, one thing to do is to make it so that when this happens:
(https://gametechmods.com/uploads/images/73761screenshot_130.bmp)
(Go Little Patience, lol :P)
Rather than have the robot be counted out, have it be eliminated straight away.
And since this will be the AW arena for WR, i'll be adding a couple of hazards to the mix.
In 2 of the corners, i'll be having some flamers, and in the other 2 i might add some saws.
Any comments?
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WHY THE HELL WOULD YOU UPLOAD BMP'S, YOU BLOODY IDIOT?
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WHY THE HELL WOULD YOU UPLOAD BMP'S, YOU BLOODY IDIOT?
Hey it was Wham's picture. Not mine.
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Hence why I'm yelling at Wham and not you.
Seriously! How have you not learned by now that BMPs are not made to be uploaded anywhere?!
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Lol sorry :P
Promise thats the last of my bmps :rolleyes:
Anyway, to answer GRWs question, i still have the arena, just havent been able to add the elimination zones or the hazards lol :P
Plus i would probably like to shrink it down a bit, as it is a bit too big.
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elimination stuff is easy
got any IM's I can help you do it sometime..
also what hazards do you want to add..
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Yes, i do have a couple, i'll PM them to you.
And the hazards i wanted to add was a couple of flamers in 2 opposite corners and 2 saws in the others.
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nice work and i like the realism of it too. take a look at the DSL tourny arena for help with the hazards. i had one in the works when my comp crashed. but it was a HW arena so i just took the saws out of DSL tourny and the used the code for a stream on the edges from a map Mad and i were working on at the time never got good enough to add whatever i wanted just reused stuff. hope to see this come out.
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Yes, i do have a couple, i'll PM them to you.
And the hazards i wanted to add was a couple of flamers in 2 opposite corners and 2 saws in the others.
no worries... shouldnt be hard
I will catch you on IM sometime
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Ok Joe :)
Not sure what i should try to develop next lol :P
Only thing I have made recently is a Typoon Cadet replica.
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Any updates on the arena?