Battlespace for 0.7

Battlespace for 0.7

Postby rudy85 » 17 Nov 2010, 23:41

battespacescreenshot.png


You can see physic problems :cry:
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Re: Battlespace for 0.7

Postby Auria » 18 Nov 2010, 02:25

Hi,

what physics problem?
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Re: Battlespace for 0.7

Postby rudy85 » 18 Nov 2010, 18:50

Jumping after driving on a zipper make the kart flying like polystyrene
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Re: Battlespace for 0.7

Postby Auria » 18 Nov 2010, 23:00

You could try decreasing the power of the zippers (but you will need latest SVN for that). Zippers are quite powerful and indeed can make a kart fly a bit, but this is not a bug
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Re: Battlespace for 0.7

Postby rudy85 » 19 Nov 2010, 01:18

Can you tell me how, please :oops:
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Re: Battlespace for 0.7

Postby Auria » 19 Nov 2010, 20:48

Check the Canyon track :

{l Code}: {l Select All Code}
  <material name="moving_boards.png" zipper="Y" zipper-duration="0.1" zipper-max-speed-increase="2.0" zipper-fade-out-time="0.1" zipper-speed-gain="1.0"/>


If you use Asciimonster's STK property editor, you can also set this property directly in Blender :
Screen shot 2010-11-19 at 2.45.11 PM.png
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Re: Battlespace for 0.7

Postby ggreenn » 07 Dec 2010, 02:19

So you're not using actual zippers anymore, just the property of "zipper"?
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Re: Battlespace for 0.7

Postby hiker » 07 Dec 2010, 02:39

ggreenn {l Wrote}:So you're not using actual zippers anymore, just the property of "zipper"?

Yes, just give the texture the zipper property (in the materials.xml file, or using the stk property browser), and you are all set.

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Re: Battlespace for 0.7

Postby STKRudy85 » 12 Apr 2011, 22:55

Back to Space-battle

My problem is that Tripod animation isn't where I want,
I need help
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Re: Battlespace for 0.7

Postby Auria » 13 Apr 2011, 02:25

Can you explain with more details what is the issue?
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Re: Battlespace for 0.7

Postby STKRudy85 » 13 Apr 2011, 16:36

Look at the blend file : Tripod is walking on the border of arena, but in game he is placed in the middle of scene
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Re: Battlespace for 0.7

Postby Auria » 13 Apr 2011, 20:44

Indeed, something is wrong there.

Joerg, any idea why an animated object would be exported so off? I think this could be because the armature is rotated 90 degrees maybe
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Re: Battlespace for 0.7

Postby Auria » 14 Apr 2011, 18:08

I'm pretty sure that at this time the fix would be to make sure the armature has a rotation of (0,0,0). We are currently busy with releasing 0.7.1, but after that we will get back to the track export scripts and we can look at this

EDIT: I created a ticket : https://sourceforge.net/apps/trac/super ... ticket/171
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Re: Battlespace for 0.7

Postby STKRudy85 » 14 Apr 2011, 18:54

Auria {l Wrote}:but after that we will get back to the track export scripts and we can look at this


It's ok for me thanks,

I will take an eye on GRS at X0.Y0.Z0. during waiting time
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