So the rotation does not mess up any of the vector maths used for AI navigation? (This assumes AI also barrel-roll).
But sounds simple and it works.....result!
So the rotation does not mess up any of the vector maths used for AI navigation? (This assumes AI also barrel-roll).
But sounds simple and it works.....result!
You guys want them to barrel roll on highest difficulty? Ok, no problem :P As for rotation issue, no it does not mess it up cos ships are not barrel rolling on mag-strips so i can rotate them on world-y-axis and steering don't interfere with ship's local-z-axis rotation xd
Still i have to get rid of some issues that camera has while rolling...
EDIT: Anyone is willing to test barrel rolls, mag-strips and track alligning? https://rapidshare.com/files/2920865818/Test.rar
note: To get to the other side of jumps you have to perform a barrel roll, to restart use "r", to reset ship's bank use "h", camera is still in debugging (and yes, ship is rotating properly but camera makes it look different), track is a little f** up in one place on mag-strips as i haven't selected all faces on the end of it and ship jumps a little. Enjoy or wait until I'll upload version with side shifts which i'll make if I'll want to xd
So I've tried to redo the Airbraker ship.
Airbraker ship concept #3 with description(picture only)
I have no idea how to draw intakes -.-'
Critique and comment,please.
The shapes become better but still, I have to say, it looks like some bricks put together. Try to make it more "round". I'm sure it'll be a good ship, just keep on working on it ;)
Try now (it was downloading but i had to change it anyway because i've uploaded wrong file as always...)
https://rapidshare.com/files/2920865818/Test.rar
just a reminder lads and for those of you who haven't seen it yet we already have lots of teams, with models and designs even some quite far along in design that are most likely not gonna be in the game yet so the people doing 3d work are concentrating on tracks for the moment, if you do design a team though I'd suggest drawing out the ship, or better yet make a 3d model of it. that would save a lot of work for the ones doing 3d, but just to give you an idea: I have been working for a while... well rather I had been but it's been cut from the roster, for the foreseeable future, on a team called SAGE, it's quite far along the evolutionary line and still not very close to being in the game so when making a team make sure to design it as much and as far as you can or you're not really giving us much to work with ^^; follow F.e.i.s.a.r's example and design it with both plan and side view for one I'd also suggest making a paint scheme though as it's seriously draining to come up with many of them that don't conflict. Attachment 6199Attachment 6206Attachment 6200Attachment 6201Attachment 6202Attachment 6203Attachment 6204Attachment 6205Attachment 6207Attachment 6208
Just had a quick play, physics are coming along well, starting to get that WO vibe. I'm not a big fan of your method of BR though, it looks a bit strange since it is an instant roll with no secondary motion (i.e. its pure object translation with no animation at all).
But other than that, smoking!
@Aspect:Secondary motion? What do you mean?Quote:
it is an instant roll with no secondary motion
btw. Is ship is not falling too fast when in air?
@Feisar:Change browser, turn off commercial killer software, reinstall system, change system, etc.Quote:
Ok...what to do...
The ship is falling way too fast. Sometimes drops way too quickly to land on the other side of the jump...
The roll feels kinda weird, like it looks like the ship has no moment of inertia... Are you using a rotation transform over time or a torque force to roll the ship?
But I like the system. For a smoother rotation you can use the circular motion equations: angle=initial angle+rotspeed*t+(1/2)*(angular acceleration*t^2) instead of just angle=(rotspeed*t) like you probably have; You can get the angular acceleration by using the Torque equation: T=angular_acceleration*I, where I is the moment of inertia of the ship. I can calculate the I for you since it depends on the models.
I'll make a few graphs for this. I'll consider the ships' mass below 1000kg.
Also, instead of using increased gravity to pull the ship down, you can make the thrust only work horizontally, i.e. multiply the vertical component of the thrust vector by 0 when the ship is in mid-air. You think you can make that?
EDIT: Here are some of the ships' longitudinal MOI (Kg.m^2):
SOLARIS C062 MOI
6.5702e+003
CERN MOI
1.5142e+004
AMPHITHERE D14 MOI
1.0869e+004
LOGOS MOI
7.5150e+003
HELIOS 1C MOI
6.8389e+003
I can make you a program to calculate this in C. All you have to input is the mass and width of the craft.
Ok here's the graphs for torque and acceleration:
Attachment 6211
I calculated the torque from the pressure that the air puts on the airbrakes, that's why it varys with speed.
Equations used:
MOI= 1/3*M*L^2+M*(L/2)^2; (M=total mass; L=width)
F=0.4*(((v*sin(pi/6))/3.6).^2); (F=force on airbrakes; (v*sin(pi/6))/3.6= vertical component wind speed at fully deployed airbrakes in m/s; )
T=2*(F*R); (T=Torque; F=airbrake Force; R=L/2)
a=T/I; (a=angular_accel; I=MOI; T=Torque; )
ooookaaaaay... x_x I will work on it... but not now as I'm a bit busy with car licence exam which is... day after tommorow and short test which is tommorow...
Maybe a little bit too fast right after the barrel roll. It feels like after the barrel roll it get's pushed down immediantly... Like this:
|air##
|------barrelroll
|--------------##
|-----------------#
|------------------#
It should be more like this:
|air##
|------barrelroll
|---------------#####
|----------------------###
|--------------------------#
Hope you get the idea ^^
And please fix the camera, otherwise ppl get motion sickness after performing a barrel roll xD But the ship movement itself is awesome and the controls feel great. Good job!
EDIT: Good luck on your drivers licence!!!
LOL sorry...
Good luck on that!
I still have to get my drivers license too... Haven't been feeling like doing it, but it can be necessary some day....
Also I updated the post...
For now you can use one value of the MOI for all the ships instead of all those, just to test it. Then when you start to make diferent stats for each ship you can add the diferent MOIs to them...
Thanks! Anyway, as for SlipStream GX i'll probably rewrite most scripts (those main ones) and make them clean and smooth as baby's butt because they're damn hard to surf through and some things can be made better and simplier... that's damn much additional work to do but very useful. Idea from post 3 posts higher.
Best of luck with the license zero just make sure you're not suckered into becoming the designated driver for all your friends and family though (speaking from experience here) it kinda sucks.
and proton if you want you can add me on skype and we can do some collab on those ads!
Good luck with your exam, Zero! Just as a joke, why not put the WipeOut 3 CD in your car as you do your exam? I'm sure your WipeOut piloting skills will serve you well.....just try not to barrel roll too many times;)
Just remember when pulling off- on Go! floor the accelerator!
Secondary motion is a term in animation that describes motion that happens as a consequence of primary animation- e.g. a car aerial / furry dice will wave around if a car stops suddenly. With the ship rotation, the cycle stops and starts at the same speed without any slower motion at the start or end.
Just having a description doesn't make it useful. To make a team you must have:
Name;
Description;
Model/Drawing, even if it is just a simple perspective view.
This also applies to F.E.I.S.A.R. I know you worked a lot on your ship, but you need to refine it even more if you want it to be used on the game. Try drawing original wipeout ships for practice. From there you can get the elements that will make up your new ship.
Sorry if I seem blunt when I say this, but even this being a community game things have to remain above a certain level of refinement.
I hope you understand that. I can't wait to see what you come up with.
Zero, good luck with your exam! And if anything goes wrong, do a barrel roll! :g
But now, seriously, can I take a look on the codes? maybe i can figure something out to help you in those issues.
And Amaroq, I kinda liked the idea of putting some Cold Storage with BreeTech, but I was thinking more 'bout something like Electronic Micro Animal.
I mean, this song in particular.
What do you think?
Does 3DS Max create trash polygons? I was playing Portal 2, and it was agging very badly even though nothing was going on. Then later, I was looking for one of my custom map files, but I clicked on the wrong folder and found all of the game's model files, all of which were made in 3DS Max.
In 3Ds Max it all depends on the modeler. Only spline/nurbs based CADs (SU, Solidworks, Rhino, etc) are capable of creating trash polygons without the user's knowlegde.
BTW zero I changed Cassandra's track scale and wall height. Try to use it as 1/1 scale now. Also, place the ships about 2.5 meters above the track:
http://www.mediafire.com/?d407wks6q7f1ln4
alright for those of you who are hungry for making a team this is pretty much what you need to do:
Name: Avatar
Origin: India
Story: whatever I haven't given this any thought whatsoever this is just a guide anyway.
Plan and side view with livery and logo: Attachment 6219
Optional extras which are greatly appreciated are 3d views like this: Attachment 6220
Hope that clears it up a little bit.
Had a bit of fun with it too XD again this is optional extras but it was a lot of fun: Attachment 6221
@zero3growlithe: Use this cassandra.3ds instead http://www.mediafire.com/?96aev62vu8mr9th
The one I sent had an error. Also in this new one be careful of a floating part near the starting grid. Remove it.
Also I found optimized it to use the ships. You now have a wider track. Just use 1.1 in the track's scale (this for the ship scale=1).
Also new afterburners:
Attachment 6222
It looks pretty neat in Unity's render engine too!
Ok, i'll take care of it today. And you can send me texture to those afterburners :)
Yeah, I'll do it when I'm done with it.
By the way do you want me to put the afterburner model in all the ships or you have one afterburner model for all ships? Because this model is a bit complex. I'll send .3ds too.
Also, if you can, make sure the ships are floating at 2-3 meters, more or less.
Ok Zero I uploaded the basin park model online so I don't have to catch ya on skype to send it
https://rapidshare.com/files/907207925/Basin_park.3ds
(and in blender format in case the 3ds version wont work, which it usually doesn't when I export my models and send them to xpand)
https://rapidshare.com/files/1006042...parktest.blend
Ok Damian, here's the afterburner. Please follow the 3ds template for better results.
Don't make it conic or else it will look riddiculous. If you have to make your own, make the tip about 60-70% the size of the start of the afterburner.
In Unity's material make it "Unlit/Transparent". The targa file has the alpha channel, you don't need to worry about that.
Attachment 6223
@Bruno: Here are almost all codes I have (some short ones for rotating etc. are not here) xd Well, i suppose only FullShipController will be interesting you:Quote:
But now, seriously, can I take a look on the codes? maybe i can figure something out to help you in those issues.
https://docs.google.com/open?id=0Byn...WtpNUtuci1qODQ (can you download them? cos it's my first time uploading something on google...)
@Oryx: Indeed your track in *.3ds format in Unity is damn f**** up , what is strange as Xpand's files are ok so I suppose something is wrong with your export options or 3DS Max version (maybe it's too old, i don't know as i don't know which version u'r using). Checking *.blend file in 6 min.
btw. In future try exporting models to *.fbx file :)
EDIT: Quick guide on how to select and reverse an object's normals in Blender, anyone? xd
Curio: Did you know that in Sony people are using Autodesk Maya to create 3D models for around 10 years now?
well you can use the lasso tool (ctrl+ left mouse button held down) to select any of what you're trying to get at, that is edges vertices or faces, in the mesh menu you have the option faces and you get another drop down menu with the option flip normals right near the top. (by the way you can lasso as many things as you like without having to change the command for deselection with lasso tool you use shift+ctrl+left mouse button
Okay, got the thing working, but i had to make it a little big though as you have to extrude walls which are not angled so ship won't fall off the track. Right now i'm going on a short walk but when I'll be back I'll write a short script which will respawn your ship in last known position which was on track if your ship is not where it's supposed to be. Then I'll send you demo so you can check your track. (quite interesting i must say :g)
A bit late, but to reverse normals you go into EDIT mode (press tab). You will see three icons in the task bar (vertex, edge, face), select to select the bits you want via right click + shift, or use the lasso, or press A to select all the object. Now, you can press W (special menu) flip normals (or SHIFT F), or use the toolbar (press T to unhide/ hide it).
oh hey zero do you need me to re-export the basin park model in another format or was that the one you got to work?
Got this one working, anyway here's the link: https://rapidshare.com/files/2933584...inParkTest.rar (try to make my respawn script suck balls <- it was supposed to sound cool xd)
Spectacular zero I'll debug but if you notice any big problems yourself just tell me aye? :)
I can see a few issues the track needs to be widened in a couple of places for example, btw what speed class was that? anyway yeah some changes need to be made and also just making sure you noticed the second track below it's green just like the rest of the surroundings but it runs along the ground, would be nice to be able to debug that one as well. hanging on your next post zero ^_^
Oh by the way to ease debugging I'm gonna name the corner in the cave corner 1 and then the corner before the climb closest to the water corner 2 so we all know what we're talking about(this would be in forward mode). Anyway basin park hill has taken a big step toward some form of completion :) cheers Zero
Around Mach1Quote:
btw what speed class was that?
OkayQuote:
if you notice any big problems yourself just tell me aye?
Well, this green track below is connected to the ground and I can't check it unless I'll be able to select track only and reverse its normals :|Quote:
just making sure you noticed the second track below it's green just like the rest of the surroundings but it runs along the ground, would be nice to be able to debug that one as well
I was also testing the track and noticed that it's super easy to fall off the track in the corners. The walls on the left and right of the track are kinda easy to fly over, is that your intention? If not, maybe make em higher or 90° to the track maybe...
Otherwise it feels like the walls won't stop you from flying off the track, it could be annoying to new people without practice.