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Thread: Object DTMs: A Comprehensive Set of Tutorials

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    Default Object DTMs: A Comprehensive Set of Tutorials

    A Comprehensive Set of Tutorials For
    -Object DTMs-
    -A walking and positioning system-


    Introduction and Generation


    The Object DTM Include is an include file developed to offer an easy and accurate way to walk and position your Runescape character.

    Please direct yourself here to read what it's all about, and how to get it installed before proceeding.
    -----------------------------

    First Post Contents:
    1. What Is An Object DTM?
      .
    2. How to Setup Your Script With the Include
      .
    3. How to Generate an Object DTM
      -How to Start the Generation Tool
      -A quick overview of the buttons and tabs
      .
    4. How to Generate a Single Object DTM
      -A few notes on creating Object DTMs
      .
    5. How to Generate a Multi-Object DTM
      .
    6. How to Generate a Path
      -A few notes on Object DTMs for paths
      .
    7. How to Generate a Multi-Path



    -What Is An Object DTM?-


    An Object DTM is a set of sub-points anchored to a main-point, with an optional defined area polygon. The sub-points are objects found on the minimap, such as:


    Here is a screenshot showing an Object DTM being debugged on-screen:


    The green circles indicate sub-points. This particular Object DTM has two trees, and two ladders as sub-points. The red polygon is the defined area polygon that is a part of this particular Object DTM. If this Object DTM is found on the minimap, the position of the area polygon will be immediately known, relative to the Object DTM. This means that you can define an Object DTM for specific areas, and easily know if you are in the area.
    -----------------------------


    -How to Setup Your Script With the Include-


    I am going to assume you have followed the link at the top of this post, and have gotten the updater extension installed, and have successfully downloaded the latest version of the include.

    The first thing you need to do, is add an include statement to the top of your script. An example set of include statements would be:

    Simba Code:
    program Script;
    {$DEFINE SMART}
    {$i SRL\SRL.simba}
    {$i ObjectDTM\ObjDTMInclude.simba}

    The Object DTM Include will automatically include the PaintSmart file, used to paint on the SMART canvas. If for some reason you want it included in your script anyway, your include statements will have to look like this:

    Simba Code:
    program Script;
    {$DEFINE SMART}
    {$DEFINE PAINT}
    {$i SRL\SRL.simba}
    {$i SRL\SRL\Misc\PaintSmart.simba}
    {$i ObjectDTM\ObjDTMInclude.simba}

    Before any methods from the include are used, the setup procedure needs to be called. A good practice is calling it right after you call 'SetupSRL' in your script. A barebones script setup showing how to properly include and setup the Object DTM Include is:

    Simba Code:
    program Script;
    {$DEFINE SMART}
    {$i SRL\SRL.simba}
    {$i ObjectDTM\ObjDTMInclude.simba}

    procedure DeclarePlayers;
    begin

      HowManyPlayers := 1;
      CurrentPlayer := 0;
      NumberOfPlayers(HowManyPlayers);

      Players[0].Name := '';
      Players[0].Pass := '';
      Players[0].Nick := '';
      Players[0].Member := True;
      Players[0].Active := True;
      Players[0].Pin := '';
    end;

    begin

      Smart_Server := 10;
      Smart_Members := True;
      Smart_Signed := True;

      ClearDebug;

      SetupSRL;
      ObjDTM_Setup;

      DeclarePlayers;

      if (not LoggedIn) then
        LoginPlayer;
    end.

    That is all there is to getting the include ready to use with a script.
    -----------------------------


    -How to Generate an Object DTM-




    -How to Start the Generation Tool-


    The first step is to open up the Object DTM Generation Tool:



    After clicking "Generation Tool" the tool's script file should automatically open and run.
    At this point, you can stop it, and comment out {$DEFINE SMART} if you would rather not use the tool with SMART.

    Once Runescape has finished loading, you need to enter your username and password and login. Run the tool's script after logging in, and you will be presented with this:



    A quick overview of the buttons and tabs:
    ------------------------
    'Single' tab: This tab contains all the components of the tool that are needed to generate single Object DTMs.
    ------------
    Contained within the tab:

    • The minimap area: This area is where the minimap is displayed, and where you interact to create your Object DTMs.
    • Instructions box: This field displays instructions relevant to the current open tab in order to assist the creation process.
    • Output box: Below the instruction box, this box is where printed Object DTM strings appear.
    • 'Grab Minimap': This button grabs the current view of the minimap, and shows it on the minimap area.
    • 'Clear Minimap': This button clears any paint off of the minimap area in case you need a better view.
    • 'Delete ODTM': This button deletes the current Object DTM in memory if you want to start over.
    • 'Print Object DTM': This button prints out the string form of the Object DTM in the output box, and in Simba's debug box.
    • 'Print Record' check box: If checked, this prints the record form, along with the string form of the Object DTM, in Simba's debug box.

    ------------
    Properties panel: This is the panel on the form with the tabs 'Sub-points', 'Main-point', and 'Area'. This panel contains all the tool components for editing and modifying an Object DTM.
    ------------


    ------------------------
    'Sub-Points' tab: This tab contains a list of all viable minimap objects, and a button to gather them. You can only interact with sub-points on the minimap area when this tab is active.
    ------------
    Contained within the tab:

    • Objects list: Scroll through the list, and click on an object type in preparation of gathering the selected object.
    • 'Gather Object': When clicked, this button finds the selected object in the objects list on the minimap, and paints white circles around all found instances.

    ------------


    ------------------------
    'Main-Point' tab: This tab contains the current coordinates of the main-point, and a button to reset the point to the center. You can only modify the main-point when this tab is active.
    ------------
    Contained within the tab:

    • Main-point Coordinates: Displays current X and Y of the main-point.
    • 'Reset Main-point': When clicked, this button resets the main-point to the center of the minimap.

    ------------


    ------------------------
    'Area' tab: This tab contains the current view of the area polygon of the Object DTM, and buttons to delete the area, or remove the last added point.
    ------------
    Contained within the tab:

    • 'Delete Area': When clicked, this button completely removes the area polygon from the Object DTM in memory.
    • 'Undo Last Point': When clicked, this button removes the last point of the area polygon.

    ------------------------


    'Multi' tab: Nothing to see here!


    ------------------------
    'Path' tab: This tab contains all the components of the tool that are needed to generate Object DTM paths.
    ------------
    Contained within the tab:

    Everything the 'Single' tab has, with the following additions:
    • 'Add Path Node': This button, when clicked, adds the current Object DTM in memory to the stored path, closes the form, and walks to it. After walking, the form opens up again, grabs the new view of the minimap, and waits for input.
    • 'Finish Path': This button, when clicked, closes the form, stops the tool, and prints out the stored path as a string array in Simba's debug box.

    ------------------------


    'Multi-path' tab: Nothing to see here!


    ------------------------
    -How to Generate a single Object DTM-

    Now that you somewhat understand how the interface works, I will walk you through the generation of an Object DTM.

    A few notes on creating Object DTMs:

    • It is preferable that you pick sub-points closer to the center of the minimap.
    • Try to choose sub-points that are far from symbols, as symbols can drift over the objects, making your Object DTM fail.
    • 3-5 sub-points is usually enough, unless you are in an area with many of the same object. In these cases, if you have too few sub-points, or not enough variety in your chosen objects, there is a chance that false positives will be found, causing an incorrect point to be returned.


    Clicking 'Grab Minimap' will grab the current view of the minimap and display it on the minimap area:



    You should click this button before you start making an Object DTM, but not during, as the minimap may shift, and you don't want that to happen while you are in the process of editing.
    -
    Select an object from the objects list, and click 'Gather Object'. In this example, I have chosen trees:



    Clicking within the circles will add that object as a sub-point and turn the circle green. Clicking again will remove the sub-point, and turn the circle red. I selected a few trees, then picked boulders from the objects list, clicked 'Gather Object' and selected one of them:



    -
    Moving over to the 'Main-point' tab, you can see that the main-point defaults to the center of the minimap:



    -
    With the 'Main-point' tab active, mousing over the minimap area will cause yellow lines to be drawn to your mouse cursor:



    These lines connect the sub-points to your mouse, showing where the prospective main-point is.
    -
    Clicking will set the new main-point:


    -
    Moving on to the 'Area' tab, this is where you can define an area polygon for the Object DTM. Clicking on the minimap area with this tab active will add points, and the polygon will be dynamically drawn as you do this:



    Clicking 'Delete Area' will completely remove the area, and clicking 'Undo Last Point' will remove the last vertex in the polygon, you can undo as many times as there are vertices.
    -
    The resulting Object DTM looks like this:



    Clicking 'Print Object DTM' prints it out into the output box, and Simba's debug box. The record form will also be printed in Simba's debug box if 'Print Record' is checked. Here is the resulting code:

    Simba Code:
    Object DTM string converted to record form:

    -------------------------------------------

    with ObjectDTM do
    begin

      MainPoint.x := 33;
      MainPoint.y := 71;

      NumOfPoints := 6;
      SetLength(SubPoints, NumOfPoints);

      SubPoints[0].Base := MM_TREE;
      SubPoints[0].Drift :=7;
      SubPoints[0].Point.x := 108;
      SubPoints[0].Point.y := 45;

      SubPoints[1].Base := MM_TREE;
      SubPoints[1].Drift :=7;
      SubPoints[1].Point.x := 108;
      SubPoints[1].Point.y := 75;

      SubPoints[2].Base := MM_TREE;
      SubPoints[2].Drift :=7;
      SubPoints[2].Point.x := 61;
      SubPoints[2].Point.y := 124;

      SubPoints[3].Base := MM_TREE;
      SubPoints[3].Drift :=7;
      SubPoints[3].Point.x := 108;
      SubPoints[3].Point.y := 113;

      SubPoints[4].Base := MM_TREE;
      SubPoints[4].Drift :=7;
      SubPoints[4].Point.x := 57;
      SubPoints[4].Point.y := 49;

      SubPoints[5].Base := MM_BOULDER;
      SubPoints[5].Drift :=7;
      SubPoints[5].Point.x := 128;
      SubPoints[5].Point.y := 49;

      NumOfAreaPoints := 6;
      SetLength(Area, NumOfAreaPoints);

      Area[0].x := 82;
      Area[0].y := 74;

      Area[1].x := 82;
      Area[1].y := 114;

      Area[2].x := 70;
      Area[2].y := 134;

      Area[3].x := 41;
      Area[3].y := 134;

      Area[4].x := 41;
      Area[4].y := 57;

      Area[5].x := 68;
      Area[5].y := 58;
    end;

    '33:71:6:1:7:108:45:1:7:108:75:1:7:61:124:1:7:108:113:1:7:57:49:5:7:128:49:6:82:74:82:114:70:134:41:134:41:57:68:58'
    -----------------------------
    -How to Generate a Multi-Object DTM-
    Come back another time!
    -----------------------------
    -How to Generate a Path-

    Generating a path is much like generating a single Object DTM. Please reference how to generate a single Object DTM before looking here.

    A few notes on Object DTMs for paths:

    • It is preferable that you pick sub-points closer to the center of the minimap.
    • It is also preferable that your main-point be at least 10px away from the edge of the minimap.
    • 3-5 sub-points is usually enough, unless you are in an area with many of the same object. In these cases, if you have too few sub-points, or not enough variety in your chosen objects, there is a chance that false positives will be found, causing your character to walk away from the intended destination.


    If you stick to these three guidelines, your paths will be more stable than they may otherwise be.


    Click over to the 'Path' tab to begin making a path. A path is made up of nodes, and each node is an Object DTM. So, for each node you walk to, you need an Object DTM.

    Make the first node the same way you make an Object DTM. When you are done, click 'Add Path Node'.

    The form will close, and your character will walk to the node. After walking, the form will open back up- ready for you to create the next node. When you are finished creating your path, click 'Finish Path'. That is really all there is to it.



    The string array from the path above:

    Simba Code:
    Object DTM Generation Tool: Generated path:

    ['64:17:5:1:7:91:53:1:7:109:47:1:7:128:72:1:7:123:93:1:7:44:116', '139:88:5:0:7:89:26:0:7:64:21:1:7:95:79:1:7:117:67:1:7:92:63', '98:142:3:5:7:71:92:1:7:62:58:1:7:83:62', '27:58:2:5:7:80:105:0:7:27:70']
    -----------------------------
    -How to Generate a Multi-Path-
    Come back another time!
    -----------------------------
    Last edited by euphemism; 04-22-2012 at 08:44 PM.
    [10/14/13:19:03] <BenLand100> this is special relatively, just cleverly disguised with yachts

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    Finding and Walking

    Please direct yourself here to read what it's all about, and how to get it installed before proceeding.
    -----------------------------

    Second Post Contents:
    1. Finding An Object DTM
      .
    2. Walking To An Object DTM
      .
    3. Walking a Path


    -Finding An Object DTM-
    -----------------------------
    Simba Code:
    function ObjDTM_Find(DTMToFind: String; out cx, cy: Integer;
     GroundLevel: Boolean): Boolean;
    (*******************************************************************************
    function ObjDTM_Find(DTMToFind: String; var cx, cy: Integer;
     GroundLevel: Boolean): Boolean;
    By: euphemism
    Last Edit: 26 Dec 2011 -- euphemism
    Description: Finds the specified Object DTM, 'DTMToFind' on the minimap.
                 Results true if found, and the main point is passed via
                 reference through 'cx, and 'cy'.                      
    *******************************************************************************)

    Pass your Object DTM through 'DTMToFind'. If your Object DTM is in record format, then pass ObjDTMToString(YourObjectDTM). 'cx' and 'cy' will return the main-point of the Object DTM if it is found. The parameter 'GroundLevel' is to help cut down false positives where the same objects exist on the ground floor of a building, and the next. A good rule of thumb for the 'GroundLevel' parameter is that if you see black on the minimap, set it to false. If found, the function will result true.
    -----------------------------
    -Walking To An Object DTM-
    -----------------------------
    Simba Code:
    function ObjDTM_Walk(ObjDTMToWalk: String; FlagDistance, PollRate,
     Tries: Integer; GroundLevel: Boolean): Boolean;
    (*******************************************************************************
    function ObjDTM_Walk(ObjDTMToWalk: String; FlagDistance, PollRate,
     Tries: Integer; GroundLevel: Boolean): Boolean;
    By: euphemism
    Last Edit: 19 Dec 2011 -- euphemism
    Description: Calls 'ObjDTM_Find' every x milliseconds specified by 'PollRate'
                 a maximum of x tries, specified by 'Tries' to find the
                 Object DTM 'ObjDTMToWalk'.  If found, Waits for the flag to
                 be a distance x from the player, where x is 'FlagDistance'.
                 If the Object DTM is found, and the function has maxed out
                 the tries, but the main-point is off the minimap, the
                 function will click the closest available point.  Returns true
                 if the Object DTM was found, and it clicked to walk.      
    *******************************************************************************)

    The parameters for this function seem to be giving some people problems. 'ObjDTMToWalk' is the Object DTM the function will attempt to walk to. As before, if it is in record format, pass it with ObjDTMToString(YourObjectDTM).

    If the Object DTM is found, and is clicked, 'FlagDistance' is the distance in pixels from the flag the function should wait to be before exiting and returning true.

    If the Object DTM is not found, 'PollRate' is how long to wait before trying to find the Object DTM again.

    'Tries' is the maximum number of times the function will try to find the Object DTM before resulting false.

    So, 'Tries' multiplied by 'PollRate' will give you the maximum amount of time in seconds the function will try to find the Object DTM. In my scripts, I use ObjDTM_Walk(Object DTM, 0, 100, 80). This is because a pollrate of 100 milliseconds is fast enough to not hiccup, but isn't overtly taxing. 80 * 100 is 8,000, meaning the function will try for a maximum of 8 seconds to find the Object DTM.

    I chose this because if your character is walking, it takes just under eight seconds to get from the characters position to the furthest distance on the minimap.

    See above at -Finding An Object DTM- to learn about 'GroundLevel'.
    -----------------------------
    -Walking a Path-
    -----------------------------
    Simba Code:
    function ObjDTM_WalkPath(Path: TStringArray; FlagDistance, PollRate,
     Tries: Integer; CheckEndPoints, GroundLevel: Boolean): Boolean;
    (*******************************************************************************
    function ObjDTM_WalkPath(Path: TStringArray; FlagDistance, PollRate,
     Tries: Integer; CheckEndPoints, GroundLevel: Boolean): Boolean;
    By: euphemism
    Last Edit: 07 Dec 2011 -- euphemism
    Description: Walks the TStringArray 'Path'.  For each node, it will look for
                 it every x milliseconds specified by 'PollRate'
                 a maximum of x tries, specified by 'Tries' to find the
                 current node.   If found, clicks, and waits for the flag to
                 be a distance x from the player, where x is 'FlagDistance'.
                 If the Object DTM is found, and the function has maxed out
                 the tries, but the main-point is off the minimap, the
                 function will click the closest available point.  If
                 'CheckEndPoints' is set to true, the function will check
                 to see if the player is within the area polygon of the first node
                 before walking the path.  If not, will result false and exit.
                 If the function walks the entire path, it will check to see if
                 the player is within the area polygon of the last node.  If not,
                 the function will return false.  Returns true if the
                 entire path is walked.
    *******************************************************************************)

    'Path' is the array of Object DTM strings that make up a path. See above at -Walking To An Object DTM- to learn what 'FlagDistance', 'PollRate', and 'Tries', are; and See above at -Finding An Object DTM- to learn about the 'GroundLevel' parameter.

    You must be at the beginning of the path to walk it.

    The 'CheckEndPoints' parameter is there as an extra fail-safe if you want it. If set to true, the first and last nodes of your path must have defined area polygons. The function will check to make sure you are in the area of the first node before starting. If not, it will return false and exit. If you walk the path successfully, the function will check to see if you are in the area of the last node. If not, it will return false.
    -----------------------------
    Last edited by euphemism; 04-22-2012 at 08:46 PM.
    [10/14/13:19:03] <BenLand100> this is special relatively, just cleverly disguised with yachts

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    Positioning, Location Checking, and Other Uses

    Reserved, coming soon.
    Last edited by euphemism; 01-15-2012 at 03:49 AM.
    [10/14/13:19:03] <BenLand100> this is special relatively, just cleverly disguised with yachts

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    Frequently Asked Questions
    Last edited by euphemism; 01-20-2012 at 06:00 AM.
    [10/14/13:19:03] <BenLand100> this is special relatively, just cleverly disguised with yachts

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    Great tutorial! I am going to try this out in my script now!

    Is it better to have a larger polygon area?

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    I like that someone else besides me is using my new paint functions

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    I have never actually looked into your include as I haven't scripted for rs, but now that I see what it looks like ...
    I must have posted how impressed I am, it looks super professional, nice job!

    So yeah, rep++.

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    Great Work buddy

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    Rep++ AND I subscribed to this thread! Awesome work <3
    Away for awhile, life is keeping me busy. | Want to get my attention in a thread? @Kyle Undefined; me.
    { MSI Phoenix || SRL Stats Sigs || Paste || Scripts || Quotes || Graphics }

    When posting a bug, please post debug! Help us, help you!

    I would love to change the world, but they won't give me the source code. || To be the best, you've got to beat the rest. || Logic never changes, just the syntax.
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    I'm probably going to use this as a backup for radial walking in my script.

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    Quote Originally Posted by Inception View Post
    Great tutorial! I am going to try this out in my script now!

    Is it better to have a larger polygon area?
    Thank! Please do.
    That depends on the situation. You need a polygon that does what you want. In most cases, a simple box will do. Will have more information for you when I sit down and think through the next part of the tutorial.

    Quote Originally Posted by mormonman View Post
    I like that someone else besides me is using my new paint functions
    Oh, they are very useful indeed. I actually had them inside the include for the longest time because they were never added to SRL. So, people had duplicate identifier problems for a few hours after the SRL update (Probably should have renamed them.).

    Quote Originally Posted by Sabzi View Post
    I have never actually looked into your include as I haven't scripted for rs, but now that I see what it looks like ...
    I must have posted how impressed I am, it looks super professional, nice job!

    So yeah, rep++.
    Thank you very much.

    Quote Originally Posted by CRU1Z1N View Post
    Great Work buddy
    Thanks, man!

    Quote Originally Posted by Kyle Undefined View Post
    Rep++ AND I subscribed to this thread! Awesome work <3
    <3

    Quote Originally Posted by mormonman View Post
    I'm probably going to use this as a backup for radial walking in my script.
    Great to hear. I hope some day you might be using radial walking as the backup.
    --

    I will try to get more of the tutorial written this evening, stay tuned.
    [10/14/13:19:03] <BenLand100> this is special relatively, just cleverly disguised with yachts

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    Looking forward to see how to use it to make paths

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    Euphemism!

    You finally started writing this. So Sexy, I love this include. Looking forward to seeing the other tutorials

    <3++
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    Quote Originally Posted by Silent SPY View Post
    Euphemism!

    You finally started writing this. So Sexy, I love this include. Looking forward to seeing the other tutorials

    <3++
    Thanks!

    Sorry everyone about not having the rest of the tutorials up. I am currently sidetracked by a new form-based generation tool. I think it will be worth the wait.
    [10/14/13:19:03] <BenLand100> this is special relatively, just cleverly disguised with yachts

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    This is SO SEXY.

    So, let me see if I have this idea correct - essentially, it's a great way to walk and locate yourself within a local area, but could also be used for long-distance walking if necessary?

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    Quote Originally Posted by Infantry001 View Post
    This is SO SEXY.

    So, let me see if I have this idea correct - essentially, it's a great way to walk and locate yourself within a local area, but could also be used for long-distance walking if necessary?
    Yeah, exactly. The path recorder that he has built is fantastic.
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    Looks nice, I'll play with it once your tool is finished and I got more time, good luck and keep at it. =)
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    Quote Originally Posted by DemiseScythe View Post
    Looks nice, I'll play with it once your tool is finished and I got more time, good luck and keep at it. =)
    'kay

    Would just like everyone to know that version 9.5 is out, and brings along with it the form-based generation tool I mentioned previously. The 'Multi' and 'Multi-path' tabs aren't yet operational. Those are a surprise. However, the tool supports the creation of single Object DTMs, and paths. Please give it a go, I need feedback!
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    Looks simple enough even I could use it! Job well done, for sure.

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    Quote Originally Posted by euphemism View Post
    Would just like everyone to know that version 9.5 is out, and brings along with it the form-based generation tool I mentioned previously. The 'Multi' and 'Multi-path' tabs aren't yet operational. Those are a surprise. However, the tool supports the creation of single Object DTMs, and paths. Please give it a go, I need feedback!
    I'm so excited for the multi feature!

    Once again great work man, glad you kept at this even though there have been some times where you treally didn't want to!
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    Quote Originally Posted by Silent SPY View Post
    I'm so excited for the multi feature!

    Once again great work man, glad you kept at this even though there have been some times where you treally didn't want to!
    Yeah, hopefully that will be coming with version 100 (10.0, whatever). With version 9.6, the generation tool is now a part of the 'ODTM' menu in Simba's toolbar. Hopefully this makes it easier to access. Will try to rewrite first part of the tutorial tonight; incorporating the new method.
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    could you pm me, your Skype or msn? i need help making a path for the first time..

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    Quote Originally Posted by euphemism View Post
    Yeah, hopefully that will be coming with version 100 (10.0, whatever). With version 9.6, the generation tool is now a part of the 'ODTM' menu in Simba's toolbar. Hopefully this makes it easier to access. Will try to rewrite first part of the tutorial tonight; incorporating the new method.
    Generation tool, is what separates the men from the boys. Keep up the good work. Also I would include this method :


    Simba Code:
    function WalkPath(Points : TStringArray;
                      FlagDistance, PollRate, Tries: Integer;
                      GroundLevel: Boolean) : Boolean;
    var
    I : Integer;
    begin
        for I := 0 to (High(Points)) do
        begin
          WriteLn(i);
          ObjDTM_Walk(Points[i], FlagDistance, PollRate, Tries, GroundLevel);
        end;
        if ObjDTM_InArea(Points[High(Points)], True) then
        begin
        writeln('we are the location');
        result := True;
        end else
        result := False;
    end;

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    Great tut, can't wait for the finding and walking tutorial.

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    Can't wait to read the tutorials for tomorow I bet the walking one will help me greatly
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