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18th June 2015, 12:16 AM
#11
Yes I'm still on it ! I did quite some work lately though not on aspects I wanted to enhance : hover and bounce
. I guess @Xpand was right
, you have to bend that thing but that introduces something : we bypass everything so we need our own physics layer.
The thing is that I'm pretty certain they did handle wall hits like I do now : applied force being normal of the wall, mystery being why sometimes the ship rolls instead in PSX. Anyway this is the most coherent approach I found and have no plans to improve it any further unless really necessary.
snap0903.png
But as @Xpand said constraints are needed, I can't get anything stable with OnCollision* methods as from what I understand, physics are applied no matter when these are called. Collisions are either occurring twice or making the ship slide downwards and hover comes in and screws everything. Also physic materials have no effect since I hover and add forces. If I let it touch of course materials are in action but in turn it's too realistic ...
First solution is OnTrigger*, problem : no contacts and so on but no problem as I do cast rays and it works well. It does work well but now ships passes through at times and OnTrigger should be even on the ground (did not yet try). Also, while current thing works well in AltimaVII, things go insane in ArridosIV for instance ...
I have 3 goals :
- see if I entirely drop OnCollision* (would like to try @tigrou hint of using ALCOL.PRM as collider)
- see if OnTrigger* and everything manually will do ... but lots of work like in AGR/BNG
- split concerns as the thing is getting cumbersome to manage (might have to do this 1st
)
As day passes on, I do find that the original game is less and less realistic that I thought at first, to the point that it's entirely unrealistic hence bypassing Unity physics might be a good move though it will cost a lot. Finally the bouncing, I can't find any spring setting reacting like in the original game, unless physics are not realistic. I will see if I can get @Cipher and @Xpand hints to improve the current thing otherwise I'll attack the problem entirely from the roots 
I expect my next video to show way more refined physics, hope I'll get to it soon 
EDIT: @Xpand, yes help is really appreciated, take your time and good luck !
EDIT 2: a quick video that shows these issues
While some parts have improved, some have degraded as you will see; that gave me some hints though so I'll see if I can fix that stickiness before taking another approach.
Last edited by aybe; 18th June 2015 at 01:06 AM.
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