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Messages - philetbabe

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141
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: June 29, 2009, 07:31:32 AM »
Thank you for you help, the problem was due to version of gmf compiler/decompiler which gives bad results.

as long as i learn few things in arena modding, i will share them in a document. here is it  (include Duck's brillant  tutorial) :
https://gametechmods.com/uploads/files/Modding Arena  Lessons_v2.0.rar

to do the 'lesson 2' i use gmf_compiler_v49
to do the 'lesson 3', i use serge's compiler which seems better

in the lesson 4 you will see how to add hazards (not explored yet, but i'm confident with a little help from my friends).

And here is the point where i need help :
The addPrismatic function is said to have 7 parameters (see http://www.robotarena.com/exporter/arena_scripting.htm#h5) but in reality, looking at the arena.py, i always found a usage with 8 parameters. what do these last parameters mean ?

142
General Support / Problem AIing Omni Spinner
« on: June 27, 2009, 02:56:18 AM »
Most of the time, when a bot avoid the ennemy, it  is
-a problem of 'nose'
-a mixed between your Forward and your  LeftRight Controlers

143
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: June 25, 2009, 03:41:05 PM »
Thank's mad, but i've tested all this cases with no result.

There's something rotten in this arena :
* if i decompile it with Serge's tool its result is not the same as the one obtained with GMFCompiler_FB
if i recompile with serge's one, without any previous modification -> it popups error
if i recompile with GMF_CompilerFB a previous decompile file with the same tool (and here also, no modif on the file) -> it does compile OK but give this strange result under RA2.

-> so without any change on the decompiled->than compiled file, the result is not the same as before ->  I give up with this arena.

144
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: June 25, 2009, 01:41:34 PM »
I'm ok with the cams (i know how to create and direct them).
on the picture below : the first is without modding the gmf (just creating a xxx.py), the second picture is after adding a startpoint (the gmf already had 2 startpoints, one is not well firected but this is not the subject yet).

145
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: June 25, 2009, 12:29:35 PM »
Thank you mad,

i'm going to figure why everything goes crazy as soon as i add a new startpoint  (point03,  there have been 2 defined yet).
long debugging night ?

146
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: June 25, 2009, 08:38:41 AM »
Quote from: Madiaba;46404
..Une minute, s'il vous plaƮt..

:-)

147
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: June 25, 2009, 07:32:56 AM »
exploring this new world of arena modding, i  try to figure how to set  the bot's starting zone
(...*GMID_ATTACHMENTPT   {   *NODE_NAME   Point0X ...USER DATA   Type = Startpoint id = 2} ...)

As a test, i try to mod the DSL practice arena to make it a fighting arena (adding 4 strating points).
There i found some trouble and i ask for help :
1/ i identify my arena ccordinates assuming they were those link to the cube called 'arena collision'.
With informaiton like this
Code: [Select]

 *MESH_VERTEX_LIST
{
*MESH_VERTEX 0 -13 -3 17
*MESH_VERTEX 1 13 -3 17
*MESH_VERTEX 2 -13 3 17
*MESH_VERTEX 3 13 3 17
*MESH_VERTEX 4 -13 -3 -16
*MESH_VERTEX 5 13 -3 -16
*MESH_VERTEX 6 -13 3 -16
*MESH_VERTEX 7 13 3 -16

 i have so a cube that extend from (-13,-16 )to (13,17) horizontaly and that goes from -3 to 3 verticaly

 in the py, i declare static cams inside this cube :
 
Code: [Select]

        self.AddStaticCamera("Static Cam 1", (10, 2, 10), (0.47, 1.33), math.pi/3)
        self.AddStaticCamera("Static Cam 2", (10, -2, 10), (0.47, 1.33), math.pi/3)
        self.AddStaticCamera("Static Cam 3", (10, -2, -10), (0.47, 1.33), math.pi/3)
        self.AddStaticCamera("Static Cam 4", (-10, -2, -10), (0.47, 1.33), math.pi/3)
        self.AddStaticCamera("Static Cam 5", (-10, -2, 10), (0.47, 1.33), math.pi/3)
        self.AddStaticCamera("Static Cam 9", (-10, 2, -10), (0.47, 1.33), math.pi/3)
 

even with those misty story of rotation and fov, i tought at least one of the camera will be ok  -> and not !
i can't see where does my bots start in the arena or even the arena (just chaotic mesh)
What's the trouble with my cameras ?

2/ does any of you had a 'gmf converter' to any other 3D format (obj, 3ds, etc) ? i don't mind modding with
notepade++ but if the gmf can be seen in a tool it is really more  easy to calculate any coordinates.

3/i can put 2 to 4 bots in my 'practice arena' once it has been mod as a fighting one. But, even if i can't see inside
the arena( see First problem), it seems that some of the bots have starting position 'outside' the arena, even if a declare
their coordinate inside the cube (for instance :
Code: [Select]

*GMID_ATTACHMENTPT
{
*NODE_NAME Point02
*NODE_TM
{
*NODE_NAME Point01
*TM_ROW0 1 1 -8
*TM_ROW1 -1 1 8
*TM_ROW2 8 -8 1
[color=red]*TM_ROW3 4 1 4[/color]
}


what should interest me is some answers to these questions or the DSL practice arena modified (4 start points + py with cams)
so i can learn by making diff between the 2 versions.

148
Discussion / Official Rights to Robot Arena 2
« on: June 23, 2009, 09:31:43 AM »
i think there is another problem : RA2 is based on the Havock motor engine in an old version of this framework (where to find it ?) and maybe an old version of the c++ Microsoft Fundation classes . So, even if we had the source, it is not said that we should be able to compile them. So one should 'rewrite' part of the source code to be compatible with the free version of the havock engine. This is  a big amount of work and i don't know if many people can do it but  Serge . His opinion should be interesting here.

149
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: June 23, 2009, 06:15:50 AM »
First and Good Point : I HAVE MY FIRST ARENA !! your tutos is good Duck, thank.

i followed what you said (except for the folder i put under arena/ and not in a new  folder) and it works !!! Nice.

1 comment : on step 12, as you advice us to rename the gmf, do not forget to change the .py too to notice the new gmf name

1 question : i try not to extend the spike_zone2 but to create a new zone :
   in the gmf :
   -  duplicate the GEOMOBJECT
   - increment the OBJECT_COUNT
   - rename the zone 'out_zone'
   - change the mesh as said in your doc
  in the py :
   -declare the zone 'self.RegisterZone("out_zone",4)'
   - handle the event  '   ...     elif id == 4 and  robot > 0 : plus.eliminatePlayer(robot - 1)  
and it did not worked :  no error, arena can be called in RA2, but the bot are never eliminated. It seems that the gmf file did not really defined the new GEOMOBJECT. was there anything more to change in the gmf ? Any Id ?

Resolved
i needed to do also that :
->  define my new zone in the "GMID_HAVOK_RIGIDBODY_LIST" section (and increment the obhect count)
-> define my zone in the GMID_HAVOK_DIS_COLLISION_PAIRS (with arena_collision pair)

I'm very happy to have a step in arena modding yet.

150
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: June 23, 2009, 02:11:41 AM »
Thank you Duck, i'm going to try all of this (and farther ?) till the end of the week.

151
Modifications / NAR AI pack releases !
« on: June 20, 2009, 09:19:04 AM »
I trust you.

152
Modifications / Decals -trouble and sharing
« on: June 20, 2009, 05:45:07 AM »
Advertisement :
-EH ! you know will never  be one of the top 10 builders unless you take the path of crime...
-each time you post a bot you've got 100 advices...
-you heard a voice in your nightmare saying 'too big chassis...'

this pack is for you !


time to let high building technics out, time to bring Artistic bots !


download bellow a pack of decals (files.tga must be put under your RA2/Textture library/decals folder)
https://gametechmods.com/uploads/files/PhiletBabedecals.rar

153
Modifications / Decals -trouble and sharing
« on: June 20, 2009, 02:34:31 AM »
Thank's for all boys.

Sage, i've tried 24 bits it was ko, moreover the tutorial reads about 32 bits.

JoeBloe's diagnotsic seems clever, i'm gonna try  paint.net.

all together, what a team !

feed pack i soon as i  download paint.net...
and here is the feed back :


IT'S OK !!

so i painted.net my decals and i share them soon

154
Modifications / Decals -trouble and sharing
« on: June 19, 2009, 03:41:18 PM »
And did you resolve it ?

most of the time this is due to bad image size (it must be 32*32 or 64*64 or 128*128 etc), or bad save (not 32bits).

but for the moment, i do not found any issue.

155
Modifications / Decals -trouble and sharing
« on: June 19, 2009, 02:39:09 PM »
I ain't got no problem about the decal position : i can rotate it, place it wherever i want, and no 'jump effect'.

156
Modifications / Decals -trouble and sharing
« on: June 19, 2009, 12:24:11 PM »
Hi,

i aimed to deliver a pack of decals, but i have a problem :


the decals are 256*256, 32 bits tga files (made with Artweaver a free  easy-to-use painter).
i can resize the decal and paste it but  an anormal line always appears (see picture on the bottom right) .
i've tried to make picture 128*128 or 64*64 -> it's worth.

Why ? does any of you have any idea ?

as soon as the problems will be resolved i will share this pack (see splash above for decal sample).

here is a typical tga file that brings problem :
https://gametechmods.com/uploads/files/eye6.rar

thank for your help.

157
Modifications / New arena for tourney
« on: June 19, 2009, 03:42:09 AM »
Quote from: Madiaba;14974
So, do you think you remember enough to do a basic tutorial on arena building/moding?  

Hello Duck

i would like to investigate Arena Modding.
looking at different posts, it seems you start from scratch to succed in the arena you talk above.

I will be very interesting about a small tutorial (with pictures), showing how do you realize it. Did you edit the gmf file with notepade++(clickbeetle advices)  or did you use a tool etc.

a step by step document that everybody should realize 'at home' will be very welcomed.
something like 'arena modding for the nulls' or 'arena modding : do it yourseff'.

thanks.

158
General Support / how do i ai
« on: June 17, 2009, 12:26:56 PM »
There is a chart AND A THREAD to help Aiing :
Quote from: philetbabe;44801
here is a new version of the AI chart ....

otherway, create your own showcase thread and there, ask for Aiing.

159
Tutorials and Tips / AI chart 2.3
« on: June 17, 2009, 07:16:05 AM »
here is a new version of the AI chart
https://gametechmods.com/uploads/files/AI-Chart-2.3.rar

no much new informations but :

-more standard AIS are referenced (FBS, SOW AIs)

-pictures have been added to illustrate the AI

-the AI.py are joined with the archive (more easy to get)

-chart is given in .pdf and .doc version (thus someone may enriched the.doc).

-all about nose (Madiaba's post in this thread)


For those who don't know it yet, this document explains :
-how to substitute a bot from the Aied ones with one of your own bot
-how to 'bind' (<-> Ai) your bot
-how to create a new Aied team
-some useful information for the creation of your own AI

160
Discussion / Custom AI Packs
« on: June 17, 2009, 02:19:13 AM »
1/ first of all read the document below, it explains how to change bots within a team and how to creates new teams.


https://gametechmods.com/uploads/files/AI-Chart-2.3.rar

with both of these informations you should acheive your goal.

warnnig : if this is your first 'moding' think to make an archive of your folder (winrar or so) -> sooner or later you will crash your game.

Give us feedback if some things have to be improved in this documentation.


2/ about the creation of the file teams.txt (not the bindings.py) there is another uncommon way, very useful if you've got more than 20 teams of if you create or change very often your teams contents :
-in each of your AI/teamXXX folder, you create a file that describe the team. the file looks the one below (4 lines, see the chart above for their role):
Code: [Select]
PhiletBabe blues
ok, ko, ok, ko ? ...&quot;
AI\blue.bmp
Robots: 0 1 2 3 4
this file must be named 'descteam.txt'
than you download the archive called 'team_Mixer' from the site in my signature (it creates a directory called '_AI_tools' directly under RA2). Once you have create all the descteam.txt and filled the file _AI_tools/teams.ini with the higher index of teams you have -> you dispose of 2 programs : one call "rebind.exe" that recreate your file AI/teams.txt from the files "descteams.txt" and one called teamMixer that mix the teams (so the first 16 ones that you may challenge in events are not always the same).
btw, this pack is delivered with another program called 'initteamMixer' that create the descteam.txt from an already correct file teams.txt. This is just for initialization.

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