You can get one for a mere £4000 :|
Dave.
You can get one for a mere £4000 :|
Dave.
I stand corrected: I just configured my dream PC and a Mac Pro would cost me nearly £10,000:blarg- it did have 12 cores and 64gig of RAM tho, with huge SSDs and crazy features.
Mac Pros actually start at £4000:blarg:blarg
Lol, my PC costed about 700€ (around £680 nowadays). 5 years old. It barelly holds up right now... Any 3D file that goes over 10MB in gmax weights a lot of the graphics card!
Time for a change. I'm leaving home to go live near the university and I'm going to buy a laptop.
I have a third, backup PC (a Sony U71P- the original Ipad!) and thats 5 yrs old too. Although its good for browsing or fiddling with Python, big stuff kills it dead. So I feel your pain Xpand! I tried Max 2009 once and I had to wait for a menu to load:g
But its a good time to buy- lots of deals to be had!
Here's a shot of the Lego version of my ship: http://www.flickr.com/photos/apemax/5977990382/
And here's my current progress with it in gmax:
http://www.flickr.com/photos/apemax/5977990454/
Thats about half an hours work. Hope you like it.:)
Nice! You also work with gmax? I've been in that life for 6 years! :g
You two must be the last users of GMax on the planet- and you both wind up here! :D
Nice ship apemax- look forward to when its done!
@Xpand: Yep. i used it a bit for making models for C&C generals. Been using it for nearly three years now. On and off though. Thanks.:)
@aspect: Yeah well it's the only 3d modelling software apart from blender that a: i can afford (aka because it's free;)), b: will run on my computer and c: it's the only one i can use fairly well. Thanks.:)
I got a bit more of my ship done so here's the latest version: http://www.flickr.com/photos/apemax/5981986536/
Thats about 2 hours work now. Does anyone know how to make the glass for the cockpit so that it's transparent in GMax?
I'm also try to think of a name for it but i'm not coming up with anything. Anyone have any idea's?
I GOT MAG LOCKS!
Hey, I had gmax... It just doesnt want to install...
Excellent feisar rocket, how did you get your mag lock feature to work?
Well I didnt make it but I got an idea.
While playing XGRA a bug happend in a loop. I saw a mirror image of the track, that got me thinking. Since blender has multiple layers, have a mirror image of the section 1-3m high in an other layer. Make the object able to be affected by wind and magnet.
Thats it, without details.
Or I could post the code that I have plus using a distance constraint. It works pretty well, with the following drawbacks:
certain angles of track make the ships 'slip' sideways
normal fh material physics do not work with this: the distance constraint does (from memory, anyway).
Want me to post the code?
I'm sitting for a while in Unity 3D (lol, i think that in total i spent maybe 2-3h learning it... i'm lazy like hell)and got an idea of making ship that has invisible suspension system like in a car (you can make it bounce as in WOHD, you can set how hard it bounces and set how high it will be whole time) :g
EDIT: I can already make a simple avoidance script in Unity, so CPU is driving itself on track and avoids bombs, mines and other stuff... i can tweak it a little to make it do it with a little delay as human does :D
zero3growlithe: sounds like good progress! I assume your avoidance script uses rays to detect? I'd like to hear how it works.
Jup, rays for detecting collisions. I just have to make ship model move as i'm now using sphere for tests. I think there won't be any problems as sphere is always heading forward, that means it rotates while turning... hmmm, i must get used to scripts as it's totally different from C++ (i think it's called descriptive language?). What i mean is you must completely change your way of thinking... it's hard :brickwall
Throw some node based waypoints in there and you have the basis for a race AI!
It's already made that way :cowboy It avoids collisions to get to its destination point (you call it node, i prefer to call it just traget :g) i've set earlier :D I can move wall in real time and my sphere avoids it... in real time XD (i'm getting too excited, lol)
Sounds really good zero!! Got a demo?
Feisar rocket, when I get some time I will post the blend file.
I want to finish it and i'll post it :g I mean add this ship in exchange for sphere :P
EDIT: Adding ship is not so easy as it is more complicated shape and script goes crazy when it goes to avoiding... i must spend more time to have it done... for now i'll post sphere as i promised that i'll post it :P
https://rapidshare.com/files/1214979734/Demo.rar (i know it's touching them sometimes, but i'm still in beta version myself with programming :dizzy Target is between those black blocks)
Here's ship that i made in 15min to use in demo: (looks more like a jet than a ship... lol)
https://picasaweb.google.com/zero3gr...88220329739394
Pretty nice! I see it uses the same start options as the kerbal space program game! Can you place the models on a separate folder so mods can be added? Like loading the 3d files through a *cfg file where you add a new track to the track list and a new ship to the ship list?
@Xpand, I'll see in further lessons if there is anything like reading 3D models from selected folder, but i think there is... must be
btw. Guys, don't quote so much as writting someones name preceded by "@" is enough :D
There is. Like I said the Kerbal Space Program uses the same layout as yours and it has all the model files in a folder.
Interesting demo, some questions:
How many rays do you use? And if its more than one, how are they arranged?
Is it a case of if the ray is positive the ball rotates away by a set amount?
As far as your problem with the ship, if Unity allows it use proxy objects. That is, to cut down the work the collision system has to do make your player ship a ghost object with no collision, and instead parent it to the sphere (which does have collision checking active) so you really control the ball, but it looks like the ship.
As far as custom ships, once you have loaded it then what? Its all very well having a model but to use it in the game is a whole new world of pain to program. The possibilities are:
1: use a custom ship in place of another (e.g. a custom ship that sits in place of another that uses its handling)- easy / medium difficulty (depending on how your game engine handles import at runtime)
2: same as 1, but also have custom sliders to adjust handling properties to make a new ship totally- medium / hard difficulty
3: mix and match ship parts- very hard- lots of work!
I imagine if you can make a model viewer then this is half way to making custom ships.
By the way, I've attached the mag-lock script. Since I'm not using my main PC you may have to play with the viewports a little.
EDIT: I've had a brainwave: it may be possible to set up ships in .blend files (along with the logos, text etc) and use that via LibLoad. But that involves huge amounts of work- but still interesting.......
Don't know how to show you the code, but i can answer without it:
I use 3 rays, and direction is given by walls... i mean, it's like ultrasonic sensor in Lego Mindstorms (very fun, and you can program it using C++ :D I own one) but here it rotates in direction where target is closer on left-right axis :brickwall
btw. From propositions you wrote this JavaScript doesn't seem to be so hard as i know it can be done easier :g
Ah, this ship! It's same script as for sphere... that's it, and I already found a way to have it working better:P
Thanks for explaining that, I've tried something similar with Blenders logic. Now that I'm becoming a bit more confident with Python I may try to make a Python driven version instead at some point.
I got airbrakes! Now I just need to add physics... Any tips, Aspect?
For ship physics, use the dynamic or rigid body physics type to enable blenders bullet physics engine. To turn, still use drot rather than physics torque as the latter makes turning unstable at high speed.
Airbrakes eh? If you use 'tap' on logic blocks it makes it fire for an instant so even if you hold down the key it only works once. I can rig a demo if you like.
I didn't make it but using the tut site, I made one on papier...
Using the Action Actuators, I set the action to flipper. Armature is a bone right? If it is, connect a plane (small) on to a bone, bone on ship. If not, I might use python...
Zero, My "x" button got worse...
Oh yeah, make one if you want Aspect.
P.S. Xpand, I found a way to export S.Up to Max. On S.Up, explode the object. Then import in blender, export to .obj.
Here is an old file that has WO style controls.
CURSOR keys: direction
Z and X:sideshift
On test track:
Red square: recharge
Blue triangle: speed boost
If you hit the track or the cube in the test track you will loose energy. If it reaches zero you get a game over screen.
Hope you find it useful.
I've finally found good begginer videos for Unity 3D here and here's what i've created from first 5 :D (pretty funny)
UPDATED: https://rapidshare.com/files/5545394...tter_Sound.rar
Creates cubes after pressing the space button that bounces in Box. Every cube has 15 sec lifetime... fast enough to fill the floor? :rock
EDIT: Now with explosions and sound:dizzy
Xpand, upload your dae. file, I will try to import it.
zero3growlithe: cool!
Don't have it anymore. Ask feisar_rocket, he's the one who wanted me to import his model to blender.
Ah ain't got no S.Up, foo! :mr-t :D
Why can't you do that? Don't you have blender?