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-   -   FIRST FRC Game Simulator for the HL2 Engine (http://www.chiefdelphi.com/forums/showthread.php?t=65695)

synth3tk 13-03-2008 10:05

Re: FIRST FRC Game Simulator for the HL2 Engine
 
I like what I'm seeing so far! I wish I could help out in some way technical, but programming has never been my forte. If you guys need a public relations or whatnot, don't hesitate to contact me.

As mentioned above, both simulations could be useful. The HL2 version as a "marketing" tool for FIRST, getting the word out. The XNA version maybe to use "internally" as a training and strategic tool for teams.

cbale2000 13-03-2008 21:24

Re: FIRST FRC Game Simulator for the HL2 Engine
 
Quote:

Originally Posted by Caio (Post 717381)
If you can explain how to convert an inventor file to the file type you need, I can see if I can make a model of our '06 robot and convert it for you....

and the same would go for other teams. I'm sure a lot have them in inventor, and they'd probably be happy to convert it for you.

I'll answer your question converting at the bottom of the post as it applies to both.


Quote:

Originally Posted by lachoneus8 (Post 717553)
XNA has the benefit of being free for everyone to develop for, and is based off of C#, which is relatively easy to learn. Halflife 2 of course benefits from one of the most advanced graphics and physics engines in the 3d market.

I think both FIRST simulation engines can have their place. There are many ways that these applications can be used, and each can focus in a different direction. These simulations could be used for spreading FIRST to larger markets through an online game, helping teams plan their strategies early in the build season, teambuilding excercises, etc etc.

What model formats does the Halflife engine support? If people produce their robots in a common format both engines could use, that would help both simultaneously. XNA reads in only Autodesk FBX and DirectX .x formats, but with Blender (3d modelling software) I can import from 3DS, OBJ, and a bunch of other formats. 3DS might be the best format all around seeing how common it is.

I could see about exporting our 3 models into 3ds if you would like, cbale.

Dave


The Half Life engine supports it's own format VMF (Valve Model Format), however 3Ds Max is capable of both exporting to this format, as well as creating collision meshes for it (Might require a free extension, I have to get a few more details from a friend).

So basically anything in a format 3Ds Max can read would be ideal, (unless someone wants to be REALLY helpful and just convert them to the Valve format, not a big deal though). :rolleyes:


I have found several things related to converting Inventor Files to 3Ds Max.
The first seems to be a feature for 3Dsmax that comes with Inventor if you have both installed on the same PC:

http://www.cadforum.cz/cadforum_en/qaID.asp?tip=3943


The second one is more of just a plugin for 3Ds Max 9 (which doesn't help me any since we're still using version 7 because we don't have the godlike system requirements to run 9). :(

http://usa.autodesk.com/adsk/servlet...112&id=9093251



Thanks allot you guys, glad for the help! :)

lachoneus8 13-03-2008 21:42

Re: FIRST FRC Game Simulator for the HL2 Engine
 
Here's a few questions:

1) What are the capabilities of Garry's Mod as it relates to Aim High? How about networking?
2) How easy or difficult is it to articulate a robot with moving parts?
3) What would it take to get this to the public? Being a Half-Life mod I would imagine it would take Halflife2 (heavy system reqs right?), plus Garry's Mod, plus whatever additional Mod info you've written for scoring, anything else?
4) What are your plans with this after you complete your senior project?

Don't think I'll be able to make the Atlanta finals... make sure to take plenty of pictures and video once you get it up and running :)

cbale2000 13-03-2008 23:33

Re: FIRST FRC Game Simulator for the HL2 Engine
 
Quote:

Originally Posted by lachoneus8 (Post 717814)
Here's a few questions:

1) What are the capabilities of Garry's Mod as it relates to Aim High? How about networking?
2) How easy or difficult is it to articulate a robot with moving parts?
3) What would it take to get this to the public? Being a Half-Life mod I would imagine it would take Halflife2 (heavy system reqs right?), plus Garry's Mod, plus whatever additional Mod info you've written for scoring, anything else?
4) What are your plans with this after you complete your senior project?

Don't think I'll be able to make the Atlanta finals... make sure to take plenty of pictures and video once you get it up and running :)

1. Garry's Mod is a sandbox mod that allows you to use various effects, such as physics and constraints and apply them at will to spawnable props and such. You can create your own scripted entities using one or more models (with animations if needed). It is fully compatible with online mode on Steam.

2. If needed, models with various moving parts can be implemented as several different models that just work together. Smaller features such as wheels could be done but would probably be easier (and less laggy) as animations. The other reason I picked Aim High was because most of the robots used spinning parts as opposed to arms and mechanisms that changed positions, this is a lot easier to script.

3. As far as distribution of the mod goes, I have an SVN server setup for hosting the files relating to my modification, currently it is just private access for me and my partner but it could easily be modified to share publicly. As a Half Life 2 Mod, the only thing it would require is one of the Half Life 2 Related Source programs (like HL2, CSS Source, ect.) this in it of itself is not very system intensive. Garry's mod is a cheap addition to HL2 and hopefully is only temporary for use for the Senior Project, after that is done I would like to make it into it's own Stand-alone HL2 mod so it would remove the need for Garry's mod. This mod itself would likely be less system intensive as it would not need to utilize all of the Physics and graphical effects that HL2 and Gmod use.

4. As mentioned above, after the senior project is complete (and I have a bit more free time) I would like to make the mod into it's own separate HL2 mod which would remove the need to have Garry's Mod installed as well as eliminate some of the higher level system requirements. The coding would also be converted to C (or it might be C+, haven't read the documentation in a while) to allow for this.


If you have any other questions feel free to ask, I have to go get some sleep now though, don't want to be late for the regional tomorrow. :D

lachoneus8 14-03-2008 14:35

Re: FIRST FRC Game Simulator for the HL2 Engine
 
Quote:

Originally Posted by cbale2000 (Post 717876)
It is fully compatible with online mode on Steam.

With the advanced physics and great graphics, HL2 could make for a highly realistic simulation of FIRST games.

Sounds like the HL2 FIRST mod will be a veritable playground of fun! Perfect for testing of mechanisms and ideas during build phases. I can see this effort being a great way to bring others in the gaming community to see the fun of FIRST.


Quote:

Originally Posted by cbale2000 (Post 717876)
IThe coding would also be converted to C (or it might be C+, haven't read the documentation in a while) to allow for this.

Ahh, so your senior project will be purely written in Garry's mod scripts? That's one powerful mod, to allow all of that just in scripts!

cbale2000 14-03-2008 22:32

Re: FIRST FRC Game Simulator for the HL2 Engine
 
Quote:

Originally Posted by lachoneus8 (Post 718026)
With the advanced physics and great graphics, HL2 could make for a highly realistic simulation of FIRST games.

Sounds like the HL2 FIRST mod will be a veritable playground of fun! Perfect for testing of mechanisms and ideas during build phases. I can see this effort being a great way to bring others in the gaming community to see the fun of FIRST.

Yes, that was my feeling on the concept as well.

As far as customization goes (in addition to adding other own robots), one could also make their own maps to recreate different venues and make the experience more realistic. The map I'm making is just a simple, generic kind of stadium (for now anyways), but you could easily expand upon that and add things like moving lights, pit areas, and stuff like that. I should also point out that I plan on using some of the sound effects from FIRST matches (music, buzzers, bells, crowd cheering, ect.), maybe even throw in some announcer statements too.


Quote:

Originally Posted by lachoneus8 (Post 718026)
Ahh, so your senior project will be purely written in Garry's mod scripts? That's one powerful mod, to allow all of that just in scripts!

Garry's Mod uses a modified version of LUA code, it is written using a C style, so generally it is very similar to C, though a bit more strait forward.

Tetraman 15-03-2008 08:30

Re: FIRST FRC Game Simulator for the HL2 Engine
 
Quote:

Originally Posted by commodoredl (Post 716128)
I think 174 (The Arctic Warriors) did something like this with Overdrive. I was able to download a map for this year's arena from their site. They had some code available if anyone wanted to see it, so if you can find them you might want to check it out.

Looks very cool otherwise, now I wish we used Inventor for our robot designs.

Yea. I don't know much about it, but the guys who worked on it are really cool and will make a joint effort with you guys if you ask.

Here is the Overdrive Simulation from the website and the guy's email is at the bottom:
http://snobot.org/snobot/Pages.aspx?page=Simulation

lachoneus8 15-03-2008 13:31

Re: FIRST FRC Game Simulator for the HL2 Engine
 
When it rains, it pours :) Years without a 3d simulation of a FIRST game, and now they're sprouting like weeds.

Team 174's work looks sweet!

cbale2000 17-03-2008 16:53

Re: FIRST FRC Game Simulator for the HL2 Engine
 
Quote:

Originally Posted by Tetraman (Post 718238)
Yea. I don't know much about it, but the guys who worked on it are really cool and will make a joint effort with you guys if you ask.

Here is the Overdrive Simulation from the website and the guy's email is at the bottom:
http://snobot.org/snobot/Pages.aspx?page=Simulation

Wow, that looks great! Almost exactly like what I'm working on, but a different year. I would be thrilled if we could work together on this! :yikes:

deshirider430 17-03-2008 16:56

Re: FIRST FRC Game Simulator for the HL2 Engine
 
Quote:

Originally Posted by Tetraman (Post 718238)

Here is the Overdrive Simulation from the website and the guy's email is at the bottom:
http://snobot.org/snobot/Pages.aspx?page=Simulation

seems to me the finish lines are in the wrong places, shouldn't the red one be moved up, as well with the blue?

richalex2010 03-04-2008 12:54

Re: FIRST FRC Game Simulator for the HL2 Engine
 
I'll look into making a model of Pandora, Team 540's bot. What are the polygon requirements you're after?
What other things are you in need of? (textures, models, etc.)
I've got The Orange Box and relevant Source SDKs, but not Garry's Mod (for now... plan on getting CS:S with Garry's Mod soon), so if there's anything I can help with, I'd like to give it a try.

cbale2000 03-04-2008 21:31

Re: FIRST FRC Game Simulator for the HL2 Engine
 
Quote:

Originally Posted by richalex2010 (Post 729849)
I'll look into making a model of Pandora, Team 540's bot. What are the polygon requirements you're after?
What other things are you in need of? (textures, models, etc.)
I've got The Orange Box and relevant Source SDKs, but not Garry's Mod (for now... plan on getting CS:S with Garry's Mod soon), so if there's anything I can help with, I'd like to give it a try.

I believe there is like a 150k poly limit in Source, but I don't really see anyone coming close to that. To be honest, I really don't have any preference as to how many polys so long as it looks decent.

Right now I'm trying to get the FIRST logo as a texture so I can apply it to the field. That and I'd like to try and get a new skin for the red lights so the blue alliance can have indicator lights on the player stations.

If you are familiar with converting graphics to textures, that would be the most useful thing right now.



Also, to those of you who offered models, I'm at a point now that I could use a few to work with so if any of you have a model available that you could email them to me or something it would be very much appreciated. :)


New Screenshots coming soon (If I can get the latest version to compile sometime this year). :rolleyes:

gblake 27-04-2008 15:43

Re: FIRST FRC Game Simulator for the HL2 Engine
 
Folks,

A link to a YouTube video of the Overdrive simulation Lockheed Martin folks whipped up this Spring (mentioned in other messages in this thread) is available in the first post in this thread:
http://www.chiefdelphi.com/forums/sh...d.php?p=743349
The specific message containing the link is here:
http://www.chiefdelphi.com/forums/sh...89&postcount=1

Blake

gblake 11-05-2008 16:49

Re: FIRST FRC Game Simulator for the HL2 Engine
 
Folks,

As these simulation threads pop up I am trying to keep track of them and supply us all a road map of URLs that will let us pool our talents when/if we ever want to do that. Here is my list so far:
Blake


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