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OMG! So long post...
@Rotational_Aspect
My ship's code is splited into 4 scripts (for clarity only ^^) named as follows:
- ship's stability (keeps ship alligned parallel to track using 2 raycasts)
- ship's turning (using localEulerAngles (rotation in degrees) and Mathf.Lerp (smoth interpolation between two values in t) keeps smoth and nice turning)
- ship's moving (just adds proper amount of force to move ship)
- ship's anti-gravity (keeps ship over ground by checking distance using raycast to track and using AddForce to push it up (that's why it jumps so strangely ^^), and while ship is out of the track (raycast check while i.e. jumping from ramp) add a little force down to make it fall faster and make it more heavy)
And rest is this speed meter and shield meter and respawn and camera :P
EDIT: Oh, and i've made this explosion a little stronger so now my face is hit by craft's bits xD
@Xpand
I think that adding a smoth not rendered in-game collider mesh to my ship is more efficent than making whole track smother as i've tried already adding more poligons to track and results are the same as with less polis :cold (stupid, isn't it?)
About tracks i don't know what file format as obj (as for me) exports "naked" mesh (no materials... almost) but i see light of hope in 3ds :hyper (can you believe me that i can't run 3ds Max smothly on my computer but i can Maya?!?!). Anyway, you can send in any format and i'll do something with it :brickwall :g
EDIT: I know about track "fly-through" thing :g and i know how to repair it (i think?) -> make track surface a little thicker... should work
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Well, in blender thickening the track would solve the ship's flying through.
I can export the tracks in almost any format since I have 3ds max. But the obj files shouldn't loose the material. Once I had to make some models for an arcade game and they were in obj format and had textures and all.
And about the smoothing track, I didn't know that there was that option.
I'm sending you the Cassandra track with two models: only the track and track+surroundings. Also the textures.
I don't know the max size of the textures in Unity. The cassandra's terrain texture is 2048x2048 px.
http://www.megaupload.com/?d=TIUF1UJU
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Ok, got the track loaded (nice by the way :g) and first thing i did noticed (not about track :P) is that Unity "tried" to use installed 3DS Max to convert *.max to *.fbx (that's a clue on what track format to use in future :hyper) and thanks to Xpand's *.max files i finally figured out why 3ds max was working so slow 8) (doh, why camera controls has to be different in Maya and 3DS Max...)
btw. I had right with tracks width :g (there is some small changes to colours (not textures) in your model as i had to set them myself don't know why, but i used those from actual model) Should i upload this version of game or add something again and then upload? :D
btw2. Xpand, do you have some low poly ships? If so, then u can upload one just to get rid of this poly-monster ^^
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Nice! I think you should try and correct or add some stuff that you think it's needed. I would recommend a camera change button so we can switch between the three positions of the camera, and also make the camera flow around the track like in the early WO's.
I have this one ship in 3ds max format:
If you can show us some screenshots of how the track looks while playing, that would be enough for me!
Ah and be adviced that the track isn't completed yet! A lot of buildings/details and texturing are left to be done!
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Flow around the track? When? After boom or during racing? How?
btw. I've already made some changes to camera script so camera is now closer to ship (script was written with mistakes and i couldn't change some parameters from inspector so i've repaired it and it's possible now, damn C# scripts). Thx for ship, i'll check it right away.
btw2. I've improved some ship's properties so flying feels a little better.
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Have you ever played WO3?
http://www.youtube.com/watch?v=zymMHy3FUQY
As you can see the camera is never centered on the ship and rather flying around side to side. You can make a script so that when we turn the ship the camera moves a bit to the oposite side like in WO Fusion: http://www.youtube.com/watch?v=tQRVk...eature=related . Or a script that makes the camera pan around in small motions and not too fast all the time.
Oh and in the future when you're making the menus and such I reccomend you to take a look at this:
http://www.youtube.com/watch?v=yD0IIY2O3oc
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I got your point, but i don't know how to make such camera yet and i got used to this one :|
btw. How you want this ship animation to be played, ship boosts = open, ship breaks = close? (nice ship too)
About this main menu i will think of something :P Or make one too!
EDIT:
- i've used some math to reduce ship's jumping (ATForce / (raycastHit.distance * Multiplier))
- and i've multiplied ships turning (X-Axis to match tracks angle) by rigidbody's speed
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Make the animation as follows: if up key pressed = all open / else = all closed
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In Blender, the equivalent would be to animate the airbrakes (0 closed, 100 fully open) and set the action to 'flipper', so if the key is pressed down they open, when the key is released, they automatically shut.
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4 Attachment(s)
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That looks very polished-for those here who are making track based games it might prove quite handy. Would you mind posting it for them? The trade off is they can give feedback / bug reports.
And also, welcome! :D I / we hope you enjoy it here.
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No worries, 3 or more 3D modellers here will think of something :g
btw. I've stabilized ship's anty-gravity and now it's not jumping when not moving, it's stable like a.... hmmm, it's just very stable xD Oh, and boom is Biiiiiiiiiiiiiiig :P Great boom especially for Rotational_Aspect
Now i'm making camera changing possible (with dynamic HUD it's not so easy as i thought it could be) and still improving "physics". Oh, Xpand, can i ask you to make a simple collider mesh for your ship? It needs to be something like second model but simplier, smooth enough for collisions and modelled to your needs (or wishes) on how and where ship will detect collisions 8) (eeeeeeh... u know what i mean i think :blarg :P)
EDIT: I did not posted any screenshots becouse Print-Screen doesn't want to catch what is shown on screen...
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Yes, explosions are good.....:twisted
Glad you are making progress zero3growlithe. How have you done your scaling HUD? I would know a few ways around the problem in Blender, but I have little experience of Unity.
In Blender you would take the acceleration as a value, store it globally and send it to the HUD layer to scale things in and out.
And for screenshots, PrintScreen will not capture Direct X content normally unless you use FRAPS or similar.
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Oh, good to know, gotta check this FRAPS thing ^^ As for HUD it's made as you said, using speed parameter, but it's not scaling, it's moving in/out as it's normal 2D object in 3D space with alpha_channel_cutoff according to set parameter :P
Here are my textures used to do this:
HUD_Main
Speed_Bar
Energy_Bar
(textures made in Rhinoceros xD At least it's usefull here for me xd)
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Well, ok zero. I'll take care of that today. Be sure to be here in an hour or two. I don't need to texture it right? BTW do you want the speed breaks to be animated too?
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No need for air breaks as i can animate them in unity using build-in animator. (no texture becouse it'll be invisible)
btw. I won't be here in an hour or two as i have something like school i need to walk to tommorow and i need to be "fresh" to think of something on this damn test from chemistry i need to get good rank at...
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Ok then. I'll just leave it here. I'm going to have 2 weeks without any exams, so I'll probably make some ship blueprints and then the 3D models.
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Had a brainwave and I am now re-doing some of the ship selection mechanisms in logic bricks to conserve resources- with Python, usage is about 1.5 - 2%. With logic / minor Python, 0.09%.....I am impressed at what logic can do when used properly!
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It sure is great improvement in speed :D
btw. I found some great motivational demos that show's the power of Unity... really great stuff and i'm happy i sticked to it :rock
http://unity3d.com/gallery/demos/liv...pical-paradise
EDIT: Hey, Xpand, after you'll finish collider mesh u can add second one but now it'll be only on edges of ship, something to use as detector of side hits so energy won't be taken from hitting ground! Something like border of ship?... doh xD