gametechmods

Robot Arena => Tutorials and Tips => Other Tutorials => Topic started by: DuckRA2 on June 23, 2009, 12:20:06 AM

Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: DuckRA2 on June 23, 2009, 12:20:06 AM
ENJOY

https://gametechmods.com/uploads/files/tutorial.rar (https://gametechmods.com/uploads/files/tutorial.rar)
:-D:-D:-D


Alert me of any mistakes/typos, I am pretty sure there are some, I'm too lazy and tired to check at the moment.


waiting to see what the first comment will be like...
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: philetbabe 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.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Madiaba on June 23, 2009, 02:24:19 AM
Thanks for the effort, Duck.
Glad you started one. I'll look through it and add stuff... if that's the idea.
.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: JoeBlo on June 23, 2009, 03:20:44 AM
thanks heaps for this Duck, I wanted to learn arena modding but had troubles starting off this should be a big help
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: philetbabe 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.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Madiaba on June 23, 2009, 08:35:30 AM
Phil: One should almost always add the GEOMOBJECT down in the GMID_HAVOK_RIGIDBODY_LIST, because of the many more cool options available there.
 
Duck: These could make up some sections in this Tutorial:
GMF/PY links- The 'links' between the gmf and py are very important. Perhaps you could have a section that explains the coding for:
1. SZs,
2. Hazard importing and utilization,
3. self.SetSubMaterialSound,
4. Inserting and removing gmf objects
5. Camera placement, aiming and movement.
etc...
 
 
There is a TON of this work already done in the Python Reference sheet that Trov and I have been assembling over the last couple years. I'll send it to you.
 
It's really nice to see interest in this. Phil, Joe, Red, others,... it's not that hard. And you can make some really cool stuff.:mrgreen:
 
.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: DuckRA2 on June 23, 2009, 12:09:50 PM
Quote from: philetbabe;46017
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.


It's good you can figure stuff out on your own, I'm glad you understand how the GMF/Py works! :-D


Oh and under your comment, I think you are seeing that part a little different. You don't need to make a copy of the output file, it can stay the same the whole time, it's the decompiled ones that are needed. You could make a copy of the output, but it would un needed. You see, thats basically keeping two of the same file. Except for the fact that one is compiled and one is not. -does that make more sense? I can explain more if you'd like


Mad: I think that would be a great idea. I plan to make another version/improved tutorial, but at the moment I am pretty damn exhausted.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: JoeBlo on June 24, 2009, 07:05:42 AM
I have ran into a problem my compiler wont recompile my arena gmf after I modified it, I get

(http://i148.photobucket.com/albums/s36/westcoastdrags/error1.jpg)

from Dummys GMF compiler and

(http://i148.photobucket.com/albums/s36/westcoastdrags/error2.jpg)

from FB's Compiler
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: DuckRA2 on June 24, 2009, 07:07:31 AM
do you think you could have made any small mistakes? As in spaces instead of tabs...?


Just to test it if the compiler works, compile it before you mod it. If it doesn't than something is wrong definitly
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: JoeBlo on June 24, 2009, 07:16:35 AM
not sure what the issue was but my nice little computer decided to kill the GMF file so I sort of did that part again and works now, so likely a typing mistake by me, thanks again for helping out with arena modding
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: DuckRA2 on June 24, 2009, 07:17:37 AM
no problem

BTW: Do you have any IM or something? I could show you more stuff if your interested.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Madiaba on June 24, 2009, 08:56:49 AM
Joe: if you get an error message, the you DID make a mistake. Seen it many times myself. Nice to see you jumping in...
Advice: When you make a tweak and it's works, then immediately make a back-up, lest you try the next tweak and lose the whole work.
.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: GameKing3 on June 24, 2009, 10:23:07 PM
Just wanted to take the time to thank you for making this tutorial. I have found it very helpful and after getting an error message a couple of times i was able to get it to work. Thanks a bunch.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: philetbabe 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.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Madiaba on June 25, 2009, 08:32:03 AM
..Une minute, s'il vous plaît..
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: philetbabe on June 25, 2009, 08:38:41 AM
Quote from: Madiaba;46404
..Une minute, s'il vous plaît..

:-)
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Madiaba on June 25, 2009, 09:05:32 AM
#1 Where is your box (and cameras) located? This is "TM_ROW3 X Y Z"(the 4th row).
Here:
The 3 verticalColumns are the Arena’s X,Y,Z coordinates:
X Y Z of Arena.
--------------------
*TM_ROW0 1 0 0
*TM_ROW1 0 1 0
*TM_ROW2 0 0 1
--------------------------
 
The first 3 (0-2) horizontal Rows are the Robot/Object’s X,Y,Z coordinates:
X Y Z of Arena.
Robot’s X
Direction:
Y
Z
*TM_ROW0 1 0 0
*TM_ROW1 0 1 0
*TM_ROW2 0 0 1
 
These3 rows determines the ‘direction’ of each of the bot’s 3 X,Y,Z axes,in reference to thearena’s 3 X,Y,Z coordinates. In other terms these determine the bot’s/object’sPitch, Yaw, and Roll,withinthe arena.It tells each axis where to point within the arena at the start of the game; like the cam angles in the bot pythons. (Notice that the 2nd row (the bots ‘Y’ or vertical axis) is usually left with no x or z bias/tilt, but only 1 in the Arena’s Y axis (180degrees- ‘upright’). These numbers have an effect on one another and are therefore ‘very picky’.
I’ve got some ‘templates’ for directing bots/objects in arenas (esp. starting points for bots), so that you can start them facing square with the arena with backs against walls), or face them with backs toward each corner (diagonally).
The 4th horizontal Row only determines the location’ of the bot within the Arena’s X,Y,Z.
X Y Z of Arena.
Robot’s X
Direction:
Y
Z
Location
*TM_ROW0 1 0 0
*TM_ROW1 0 1 0
*TM_ROW2 0 0 1
--------
*TM_ROW3 5 3 12

 
 
 
#2. Here's what I have of the latest from Serge's stuff (includes a 3D viewer:-D): GMF_Serge (http://www.madiaba.gametechmods.com/GMF_Serge.rar)
 
 
#3. The Bot's heading and starting positions are dictated by 'startpoint', which complete section is below(example only: don't copy and use, formatting may not be in tact):
Code: [Select]
*GMID_ATTACHMENTPT
 {
  *NODE_NAME Point01
  *NODE_TM
  {
   *NODE_NAME Point01
  [COLOR=seagreen] *TM_ROW0 -0.707107 0.000000 -0.707107[/COLOR]
[COLOR=seagreen]    *TM_ROW1 0.000000 1.000000 0.000000[/COLOR]
[COLOR=seagreen]    *TM_ROW2 0.707107 0.000000 -0.707107[/COLOR]
   [COLOR=blue]*TM_ROW3 6 0.3 6[/COLOR]
  }
  USER DATA type = [B][COLOR=black]startpoint[/COLOR][/B]
id = 1
 
 }

Hope this helps, Phil. Gottta get back to work...
.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: philetbabe 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 ?
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: DuckRA2 on June 25, 2009, 12:36:36 PM
If you can't see the bots, why don't you switch views (f2) to see them, or are those cams the only ones you have?
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: philetbabe 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).
(https://gametechmods.com/uploads/images/68220practice.png)
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Madiaba on June 25, 2009, 02:30:25 PM
Thoughts:
1. How many startingpoint APs do you have?
2. What are their id #s ("id=1")?  (Make sure not to dup them).
3. the camera is following the bot.
.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: philetbabe 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.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Madiaba on June 25, 2009, 05:28:24 PM
If you want, Phil, send the gmf to me and I'l look at it... Actually you've got my curiosity peaked, and I'd really like to see if you don't mind...
You can catch me on Yahoo Messenger (IM) later or tomorrow.
Note, I would probably not use one decompiler with another compiler, or vise versa.
.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: philetbabe 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 (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 ?
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: philetbabe on July 20, 2009, 06:43:53 AM
Well, i have rewritted the previous tutos. It includes the excellent DuckRa2 tutorial.

This tutorial reads about :
-adding camera (static and watch)
-adding objects in your arena
-adding a spike hazard in your arena (template code to insert)

the archive comes with source samples.

Many jobs have still to be done, any contributor is welcomed, as long as he annouces clearly which chapter he would like to enrich - it should be stupid that 2 people works on the same subjects -

So enjoy.
(https://gametechmods.com/uploads/images/10928addSpikeArena.png)

here is the tutos :
https://gametechmods.com/uploads/files/modding_arenav3.0.rar (https://gametechmods.com/uploads/files/modding_arenav3.0.rar)

So, to continue ...
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Madiaba on July 20, 2009, 08:20:06 AM
Nice. I'll check it out Phil.  
Thanks for you guy's efforts.
.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: philetbabe on July 20, 2009, 08:27:25 AM
i learn so slowly... but i do learn, and that's the point. hope it should help some to go faster.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: GameKing3 on July 20, 2009, 11:04:58 PM
Thanks Phil i have never really been big on making arena's, but i took a shot at it and i really am getting quite good at it. Most of which is thanks to this thread. Thanks again Mad and Phil.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: philetbabe on July 21, 2009, 12:44:59 AM
Quote from: GameKing3;53322
Thanks Phil i have never really been big on making arena's, but i took a shot at it and i really am getting quite good at it. Most of which is thanks to this thread. Thanks again Mad and Phil.


. and most of all DuckRA2 who is the author of the first part of this tutorial and who introduce me in RA2 modding
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: GameKing3 on July 21, 2009, 01:25:13 PM
Well yea i was tired last night and i kind of forgot the title of this tread so yea a big thanks to duck to.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Serge on July 22, 2009, 07:21:38 AM
Quote from: Madiaba;46406
#1 Where is your box (and cameras) located? This is "TM_ROW3 X Y Z"(the 4th row).
Here:
The 3 verticalColumns are the Arena’s X,Y,Z coordinates:
X Y Z of Arena.
--------------------
*TM_ROW0 1 0 0
*TM_ROW1 0 1 0
*TM_ROW2 0 0 1
--------------------------
 
The first 3 (0-2) horizontal Rows are the Robot/Object’s X,Y,Z coordinates:
X Y Z of Arena.
Robot’s X
Direction:
Y
Z
*TM_ROW0 1 0 0
*TM_ROW1 0 1 0
*TM_ROW2 0 0 1
 
These3 rows determines the ‘direction’ of each of the bot’s 3 X,Y,Z axes,in reference to thearena’s 3 X,Y,Z coordinates. In other terms these determine the bot’s/object’sPitch, Yaw, and Roll,withinthe arena.It tells each axis where to point within the arena at the start of the game; like the cam angles in the bot pythons. (Notice that the 2nd row (the bots ‘Y’ or vertical axis) is usually left with no x or z bias/tilt, but only 1 in the Arena’s Y axis (180degrees- ‘upright’). These numbers have an effect on one another and are therefore ‘very picky’.
I’ve got some ‘templates’ for directing bots/objects in arenas (esp. starting points for bots), so that you can start them facing square with the arena with backs against walls), or face them with backs toward each corner (diagonally).
The 4th horizontal Row only determines the location’ of the bot within the Arena’s X,Y,Z.
X Y Z of Arena.
Robot’s X
Direction:
Y
Z
Location
*TM_ROW0 1 0 0
*TM_ROW1 0 1 0
*TM_ROW2 0 0 1
--------
*TM_ROW3 5 3 12

 
 
 
#2. Here's what I have of the latest from Serge's stuff (includes a 3D viewer:-D): GMF_Serge (http://www.madiaba.gametechmods.com/GMF_Serge.rar)
 
 
#3. The Bot's heading and starting positions are dictated by 'startpoint', which complete section is below(example only: don't copy and use, formatting may not be in tact):
Code: [Select]
*GMID_ATTACHMENTPT
 {
  *NODE_NAME Point01
  *NODE_TM
  {
   *NODE_NAME Point01
  [COLOR=seagreen] *TM_ROW0 -0.707107 0.000000 -0.707107[/COLOR]
[COLOR=seagreen]    *TM_ROW1 0.000000 1.000000 0.000000[/COLOR]
[COLOR=seagreen]    *TM_ROW2 0.707107 0.000000 -0.707107[/COLOR]
   [COLOR=blue]*TM_ROW3 6 0.3 6[/COLOR]
  }
  USER DATA type = [B][COLOR=black]startpoint[/COLOR][/B]
id = 1
 
 }

Hope this helps, Phil. Gottta get back to work...
.

You are talking about 3x4 transformation matrices (hence the TM). Here it is explained very well about how to manually change the values to rotate, move and scale your stuff in-game.
http://www.ruthless.zathras.de/facts/apps/polygonesia/3d-transformation-matrix.php
Look in the paragraph entitled The Five 3D Transformation Matrices.
(ignore the last column of the matrices given in the examples)

Also, keep in mind that my viewer ignores the TM's (I am a lazy man), and should not be used to read arena data, since it will most likely display all the objects at 0,0,0, with random rotation and scaling.

GMF stands for Gabriel Meta File.

When you get values like -7.751465E-07 , it's -7 * 10^-7. It's so small you can round it down to 0.

Oh, and please, please, please use my compiler and decompiler. They'll give you much more detailed error messages. They'll not be bastards and crash on you. They don't bite. They allow you to compile/decompile wheels, the flextop arena, the car steering, and whatnot. http://code.google.com/p/gmftoolkit
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Madiaba on July 22, 2009, 08:00:06 AM
Quote from: Serge;53684
...Oh, and please, please, please use my compiler and decompiler. They'll give you much more detailed error messages. They'll not be bastards and crash on you. They don't bite. They allow you to compile/decompile wheels, the flextop arena, the car steering, and whatnot. http://code.google.com/p/gmftoolkit
I agree. And much appreciated too.
 
BTW, Serge, While trying to compile the DSLSoocer arena, I got an error, but it wasn't 'lethal' to the gmf. (Decompiling worked very well, thanks.) It looks like it would be a minor tweak to fix, if you've time:
("readFloat(): Expected "LIGHT_INTENS. but found .000000 instead!" and LIGHTASPECT, LIGHT_ATTNSTART, LIGHT_TDIST, and a parenthesis issue. Most of them were just switched locations.
 
Dziekuje, Serge. (hope i spelled it right, ...hehe)
.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: philetbabe on July 22, 2009, 09:00:14 AM
Serge compiler/decompiler seems to be the best for components, when working on arena, with my little experiment which is no more than one month old, it appears that decompiling is fine (can be compiled with other gmf), but compiling brings error even with unmodified files.gmf. maybe we should create a thread to expose the defect we found so Serge's compiler should improve better and better as time goes on ?
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Reier on July 23, 2009, 03:50:43 PM
Nothing comes up on my compiler after the first time! Any ideas on what I'm doing wrong?
Edit: Wait...I figured it out. Nevermind. ><
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: philetbabe on July 27, 2009, 09:00:09 AM
[TEASER]

Before i go on holidays, i will try to post the last version of the tutorial  "arena Modding". Here you will learn how to replace walls with fences and how to make thess fences scroll down after a certain amount of time :
(https://gametechmods.com/uploads/images/95859playWithFence.png)
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Madiaba on July 27, 2009, 09:31:03 AM
Nice, Phil. Looks good. You guys are getting it...
Are the fences triggered via 'time' or 'botlocation' or something else?
(A vid would help, but NP.)
.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: philetbabe on July 27, 2009, 09:36:32 AM
they are "timed" : after a counter down (timer), i apply force to make them scroll.

my learning on arena modding relies mostly on other arena study. Typically, i copy here the mechanism used in bbean arena.

btw there is something i don't understand : what does that "addPoV" and "AddCollisionLine" stand for in the py ? What is a POV ? what is a use of  adding collision line when that may be delegate to the gmf (and seems to be enough) ?
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: JoeBlo on July 27, 2009, 09:47:38 AM
wow phil your getting really good at this.. I really need to dedicate more time to learning this but study comes first :-(
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: philetbabe on July 27, 2009, 12:45:41 PM
here is the movie of this arena that will come with the tutorial.

[media]https://gametechmods.com/includes/flvfiles/pinkArena.flv[/media]

Well, nothing to do with apanx's, trovaner's or Madiab 's arena... but i'm a beginner.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: ianh05 on July 28, 2009, 03:42:26 AM
^ do need for robo-zone arena, just need to make walls around bots in pos. 1 and 2 that come down O.o would be much appreciated :) and the walls would have to come down separately :P good job though.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: philetbabe on July 28, 2009, 08:21:18 AM
And here is  the tutorial about fences   (and also all the previous lessons)
The tutorial is big because it comes with all the samples (gmf compiled and decompiled).


https://gametechmods.com/uploads/files/modding_arenaV3.1.rar (https://gametechmods.com/uploads/files/modding_arenaV3.1.rar)

Anyone who would like to correct / complete it is strongly encouraged.
 And indeed, that will please me a lot, especially if beginners like me share what they discover;  If everybody write a chapter, correct a section,etc,  we will quickly have a good, nearly complete tutorial. If only DuckRa2 and i do it, it will take years.


As i 'm on holidays, i won't touch it for a month.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Madiaba on July 28, 2009, 02:35:19 PM
I WILL look it through, in the next month (your vacation time), Phil.
Cool work, on the perimeter fence(s).
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: WhamettNuht on July 31, 2009, 04:17:59 AM
Wow, that tutorial was suprisingly simple (even for me :P)
Thanks Duck
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: WhamettNuht on July 31, 2009, 01:53:52 PM
Sorry to double post, but this is urgent.
Im trying to make my own arena (modded) but yeah i've hit a wall i cant work out.
Basically, im trying to modd the lutze tournament arena for my tournament, so as ducks guide said, i started with the py file.
I have it in the arenas folder, and i have edited it to try out some cameras.
But, when i go to the game (DSL) the arena doesnt appear in the arenas menu (i have saved the py, and it has an arena folder in mymodarenas)
Help please?
Does this only happen with DSL?
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: DuckRA2 on July 31, 2009, 02:17:59 PM
if it ever does that, there is for sure an error in the py. there is a problem in the cameras I'm guessing. could you copy paste the code so I can see it (the part you changed, a before and after)
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: WhamettNuht on July 31, 2009, 02:51:32 PM
Never mind, it was my dad who sorted it out for me (he should really get into this!)
Now im trying to get the angle right on the cameras, in phill's tutorial, what numbers do A and B represent (step 4 adding static cameras)
Duck is it alright if i get your IM or something, as theres still a few questions i have about arena modding.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Madiaba on July 31, 2009, 03:11:39 PM
Thanks, Duck, for helping others.  
If the arena doesn't appear in the list, it is almost always an error in the py.
Matt, ae you using Python to edit these pys?
.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: WhamettNuht on July 31, 2009, 03:28:18 PM
Nope, notepad and notepad++.
Its all working now.
Now i have a new problem :D
I made a decompiled gmf, in the folder where the original gmf is, like in the old tutorial.
Im using the dummy gmf compiler, but when i compile it, it comes up with an error.
All i've done in the decompiled gmf is get rid of the saw motors and the saws (im modding the lt tournament arena)
Any help?
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Madiaba on July 31, 2009, 03:39:53 PM
Duck isn't around right now.  I'll help you on MSN, Matt.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: DuckRA2 on July 31, 2009, 03:40:55 PM
Mad: do you remember my IM account? I forgot username
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Madiaba on July 31, 2009, 03:42:42 PM
1 sec...
 
 
I'll (duckra2@rocketmail.com) PM it...
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: DuckRA2 on July 31, 2009, 04:23:16 PM
duckra2(nospammywammy)@rocketmail.com
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Madiaba on July 31, 2009, 05:24:32 PM
I'll be on MSN and Yahoo IMs later this eve... Duck and Matt.
Title: DUCK'S GUIDE TO ARENA MODDING V1
Post by: Madiaba on August 10, 2009, 11:15:58 AM
Quote from: WhamettNuht;56112
Nope, notepad and notepad++.
Its all working now.
Now i have a new problem :D
I made a decompiled gmf, in the folder where the original gmf is, like in the old tutorial.
Im using the dummy gmf compiler, but when i compile it, it comes up with an error.
All i've done in the decompiled gmf is get rid of the saw motors and the saws (im modding the lt tournament arena)
Any help?
Matt, did you find the prob?  I'll be on MSN later...