Sounds really good zero!! Got a demo?
Feisar rocket, when I get some time I will post the blend file.
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 itI mean add this ship in exchange for sphere
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
https://rapidshare.com/files/1214979734/Demo.rar (i know it's touching them sometimes, but i'm still in beta version myself with programmingTarget 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
Last edited by zero3growlithe; 29th July 2011 at 03:01 PM.
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![]()
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.......
Last edited by Rotational_aspect; 29th July 2011 at 07:48 PM.
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++I own one) but here it rotates in direction where target is closer on left-right axis
![]()
btw. From propositions you wrote this JavaScript doesn't seem to be so hard as i know it can be done easier
Ah, this ship! It's same script as for sphere... that's it, and I already found a way to have it working better![]()
Last edited by zero3growlithe; 29th July 2011 at 09:02 PM.
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.
Last edited by feisar rocket; 30th July 2011 at 12:02 PM.
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(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?
EDIT: Now with explosions and sound![]()
Last edited by zero3growlithe; 2nd August 2011 at 07:38 PM.
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!![]()
Why can't you do that? Don't you have blender?