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Messages - BluetoothBoy

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3841
Creativity / Re: Drawings Megathread
« on: April 30, 2014, 11:25:28 PM »
I was trying to be constructive but I suck at handling dissenting opinions so when ShadowsfeaR called me out about the airbrush I wouldn't let it go

So...

Blouk:

Looking back at my criticism, I was a bit too harsh on you, I should've been more consious of what I was posting. I'm sorry.

ShadowsfeaR:

I'm sorry for lashing out. I'm not perfect, I'm trying to work on my character flaws but sometimes I don't handle situations well. I'll try to not be so abrasive next time.

Camel:

Sorry for yet again derailing this thread :S

Are we cool?
Takato, I don't normally say this, but; I really respect the fact that you can actually recognize that you actually have flaws, and can come out and apologize (and I'm not talking about "I'm sorry guys" topics). You're a cool dude in my book. ;)

3842
Flatflyer.

3843
Updated the OP with pictures of the interior work! Keep in mind that it is nowhere near finished on the inside - so don't complain about it looking crappy. :P

3844
Creativity / Re: Drawings Megathread
« on: April 29, 2014, 06:05:05 PM »
Guys.

Dragons must just be coated with this on the inside!

http://wikipedia.org/wiki/Starlite

See? Problem solved!

3845
Modification Help / Re: Raycasting
« on: April 29, 2014, 02:32:08 PM »
So are you implying that a container search gives you distance as well? I don't remember, so that's why I threw the third raycast in there.

3847
Modification Help / Re: Raycasting
« on: April 29, 2014, 02:26:06 PM »
There would be only 2 raycasts, one in the direction the laser fires and one from the point where it intersects the radius to the player to the target.
Then how would you detect players in-range? The laser raycast can't just know when a player is nearby. A third is needed for triangulation.

3848
Modification Help / Re: Raycasting
« on: April 29, 2014, 02:20:48 PM »
What if a brick is between you and the player but the player could be hit with an arc shot. Should that be possible?
Yes, I guess that would make sense. In that case, he'd want to only check for non-player typemasks on the actual arc raycasts, and not on the player locating one.

3849
where the forget are the pictures you were supposed to post
In the topic where you asked. I posted a link that goes to several pictures.

Nerds

OT: no

Nerds, yes. But most of us are the coolest nerds you'll meet. You should've seen the rave party after the event, it was amazing.  :cookieMonster:

Where was it hosted?

St. Louis, Missouri (my hometown), in the Edward Jones Dome.

3850
...And I was wondering if any of you guys attended (except you, Georges, I know you were there). My team and I were there, 23rd - 26th, 1 out of 128 teams in the FTC division, in addition to 380 FRC teams and who knows how many FLL teams. There were tens of thousands (possibly hundreds of thousands) who attended the event.

Also curious about this: has anyone else here been in a world championship for something?

3851
Modification Help / Re: Seeing if a player can see another player.
« on: April 29, 2014, 01:13:54 PM »
Well, I guess you made it pretty straightforward, then, Port. I was kinda hoping he'd be able to figure out some of it on his own...

3852
Modification Help / Re: Raycasting
« on: April 29, 2014, 01:11:32 PM »
this is definitly possible, all you do is check if the projectile is in range of a player, then make it face the player. I would post some code but unrortunatly i code like stuff on touchscreens. Ill get to it tommorow if no one does it.
I don't think that's what he wants. You're still talking projectiles here.

We're actually faced with an interesting problem here. Since raycasts don't return until they hit an object, I'm fairly sure that, without some intense programming madness, that you will not be able to detect a player as a raycast passes by them, and then redirect. As a ray, it continues forever until it hits an object.

HOWEVER, don't worry just yet. As I was typing the above paragraph, I thought of an alternative. Here's how it would go down. First, once you've sent the fire signal, initialize and return a container search for player typemask within the weapon's range. Then, find the dot product between the crosshairs/head/muzzlePoint of the gunner and the players found in the container search. Pick out the player with the smallest angle, and set that object id as your target. Then, begin the raycast for the actual "projectile", directly ahead. Get the current distance and angle of the player and target, and calculate the angle of "refraction" (it's not really refraction, I know) using trig functions. Fire the emitters along these two vectors, and they should meet up. Of course, cancel if any the raycasts encounter another typemask (save water) first. This means you'll need to schedule your raycasting.

I hope this helps!

3853
Modification Help / Re: Seeing if a player can see another player.
« on: April 29, 2014, 12:47:19 PM »
I'm stumped. Is it possible to see from the server side if a player is in view of another player? I remember mods like this along time ago. Does anyone know how to do this if even possible?
It's not a perfect method, but the closest I've ever come is shooting a raycast from the player's eye node at the other player, and then checking to see if it is within the field of view using dot product mathematics. This works fairly well, though. Note that you want to use the eye node and not the head node, or else you'll be able to cheat in 3rd person.

3854
Modification Help / Re: What filter/effect is this?
« on: April 29, 2014, 12:42:16 PM »
fair enough but I was unable to reproduce it with Audacity's LFO plugin, it only has the sine waveform, that's a ramp or something

could try a different program i suppose
You'd probably want to use a saw down wave over a long period adjusting the filter effect (band pass, maybe?) and then a long wave slowly adjusting the rate at which the saw slopes. That should give you your square root/bezier style curves. However, Audacity isn't the best program to do this in, as you can't edit effects/filters after you've applied them.

Well, I can't tell you what it's called, but I tried to make a cleaner version:



http://www.mediafire.com/download/v3ut58afbiak6b9/takato.zip

It comes with 3 versions: clean, noisy, and mixed. You might want to process it a little to get it to where you want, but there's the base sound. As it turns out, drawing a sound and then converting that spectrogram into a sound is a very good way to synth stuff. I used Paint.NET with an equation renderer and then Coagula to convert to a sound. Turned out great, if I say so myself.

EDIT: Help I'm having too much fun with this :(

Interesting, I'll have to give drawing sounds a try sometime.

3855
What's the point of having two different instruments with the same sounds? I think I'll just change the Recorder into a proper flute
B-b-but they sound so different... ;-;

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