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---There is a trigger clashes. For example, you should know that touched on whether the object is another object to perform an action.
---If the physical object is moving, it is another physical object, it will not budge, stands and falls. (Moving the Platform and the player.)
---Not clear what made the example of the ocean. In the program there is an example, but what was he set in motion?
---Shaders-are created in the editor or in the program itself? Not clear to the principle of creation.
The trigger. It is necessary to make the movement of the platform and back and forth.
Touch the object is another object was destroyed, and given points - example: coins.
The trigger shel l - object itself, which at interaction with the object or group of objects the results for the execution of the next event. If Yes, then ispolnit next action.
The inclusion of objects, opening doors, ignition, lights or signals particles - such as explosion and flash, if the player stood on a mine.
Kick trigger - subtracts health from the enemy.
Hit the trigger subtracts a player's health.
Immersing the player in a trigger of water and changing the camera to shoot under water.
The birth of the subject. It is not clear, for example, balls and their random occurrence.
You must make sure that the created object to another object - the bullet. Pushed the button and the gun flew out the bullet. With the possibility of specifying the time, if it applies. During what period of time.
The appearance of enemies from an empty object, after a certain time.
Or, where indicated, appeared building.
Conditions, if the object of the player-the door will open.
It was convenient to be able to create switches and give them names. If Yes, switch 1, If not, then 0. Switches can be used in accordance with the type of variable. For example, the door is closed switch "door" =0(the message is closed). need to find the lever when the shift lever (trigger) ,then switch "door" = 1 and the door can be opened.
The transition to another scene. For example, the player walked in the door (the trigger) loaded another scene.
There is no function to destroy the object is to hide..
---How to make the movement of an object from point to point? For example, if you want to create the object's motion along the way.
---How to create multiple animations for the same object, such as Cinema 4D/ in unity, we have to create a whole animation, and already then to reduce the time line.
GUI
Convenient interface of the game. For example, create buttons, sliders, choice. The use of pictures. Creating a menu interface in the game.
The game interface is the image window) with the possibility of placing in cells of storage facilities and their icons. Property cells and bind to the game objects. For example, can be the cell to store objects, or bound cells character, where you can add an object that can cause an event, action, or to give, what number in a variable.
Also the buttons in the interface. Interface, you can call button and its hide.
The OGRE, like there is a GUI with buttons and other.
Most applications and games consists of interfaces. For example, SIM city. Man builds a city, through menu selects an available house, spends money changes the structure.
Snapping objects to the cursor, or can be dragged with the mouse.
Connectivity features, such as wooden stick and a piece of iron. Touched a Table(trigger) opened menu compounds. The choice of the number of objects that can be combined, and the result . 1 + 2 = 3 object 1 object or+object+ ... + N objects= topic. Convenient for games with Kraft and modifications.
----Is there a possibility of a change of control. To make active and the other inactive. For example, the player ran to the car. Got into it and drove off.
and still it is possible to add validation of physics. To be whether the object on the surface or flies in the air. because pressing the jump, you can soar indefinitely.
couldn't find how to create a physics for one object, for example, to make a trampoline or slippery surface.
Last edited by vinurd (22-Jul-2014 09:53:08)
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---There is a trigger clashes. For example, you should know that touched on whether the object is another object to perform an action.
> you can make this using the physic tools plugIT and physic contact plugIT the object touched is returned in the contact event (see oculus nation for example)
---If the physical object is moving, it is another physical object, it will not budge, stands and falls. (Moving the Platform and the player.)
> Animations are updated in order to allow that, so it should work (elevator for example)
---Not clear what made the example of the ocean. In the program there is an example, but what was he set in motion?
> This is a CG shader, but a simple Water component is available directly from the environment setting it also allow an under water rendering
---Shaders-are created in the editor or in the program itself? Not clear to the principle of creation.
> CG shader again they are made by hand with Ogre material : http://www.ogre3d.org/docs/manual/manual_14.html
---How to make the movement of an object from point to point? For example, if you want to create the object's motion along the way.
> The object Goto / move To plugIT allow this, you can set a path using a sequence plugIT. (A better way to do this is also in my todo list)
---How to create multiple animations for the same object, such as Cinema 4D/ in unity, we have to create a whole animation, and already then to reduce the time line.
> The Easy Ogre Exporter for 3ds Max allow to split animations with names using time line labels. see here http://www.ogre3d.org/tikiwiki/tiki-ind … e+Exporter
---GUI
> you can achieve all of this directly in HTML5 / Javascript using the navigator interface plugIT
---Snapping objects to the cursor, or can be dragged with the mouse.
You can achieve this with the Object click plugIT and Mouse plugIT getting the 3D mouse coords.
----Is there a possibility of a change of control. To make active and the other inactive. For example, the player ran to the car. Got into it and drove off.
> Yes you have an Enable / Disable control action on navigation plugIT (maybe I forgot this in object control I will check)
----Physics
> You can define how the physic objects react on touch with the physic contact plugIT (bounce, friction...)
> using physic tools and constant forces you can cancel the gravity to make the object flies (maybe that a simple check box in this one could help)
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Did platform. When you get to the bridge 1, the platform is moving to the bridge. Put the contact physics avatar and the bridge. -> control object -8 _ _ Then added to the contact physics Platform and bridge 1 -> control object 8 _ _ First platform when the player stood on the bridge moves to it, then touch the bridge passes through it and moving on.
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> The Easy Ogre Exporter for 3ds Max allow to split animations with names using time line labels. see here
---Many were very excited about adding the ability to load the default formats models. So, I'm thinking how to make an animation with FBX to have several types of animation
> This is a CG shader, but a simple Water component is available directly from the environment setting it also allow an under water rendering
I tried to add from the environment, depth is set. caustic, but add surface Shader sea did not. With the Shader not at all.
> you can achieve all of this directly in HTML5 / Javascript using the navigator interface plugIT
this is for a programming Guru=)
You can achieve this with the Object click plugIT and Mouse plugIT getting the 3D mouse coords.
it is not clear how to do that by clicking on the object he moved after the cursor and clicking again was released
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Hmm for animation you can try using the animation sequence interface to "cut" the animation in several parts.
HTML is not for a programming Guru you can do it with an html editor also.
The water and sky setting in environment setting don't work ? restart OS3D, some old example still use stencil shadows and it make the shader go away if you open on of this scene before.
On the physic slider you set the constrain direction and then you can use set motor to make it moves.
for the "W" key can you reproduce the problem ? did you get the problem before ? (not sure to understand what you did)
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example Ogre, was replaced by a management " qwerty " and set the button W-forward, A - side, more particularly, nothing will change. The inclusion of the project OGRE control of the player forward and to the side is not working. Until you press the enter key plugIT and OK.
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hmm strange about qwerty issue, I'll check that.
by exporting in stand alone I can open it on another Editor, just zip the partition directory in it.
for particles you can use ogre particle editor : http://www.ogre3d.org/tikiwiki/Ogre+Particle+Lab
and then add them as resources in the scene.
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Just checked for qwerty, this is a global state.
so you must have a keyboard plugIt setted in Azerty that start after. check other keyboard instances.
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The question arose. On the example of the tunnel, trying to make the collision. Ogre concerns coins sound and remove the coin. With rings there are visibility. I am trying to remove the coins at all. But if you add a second coins, they disappear at the same time. Because we used the collision with the same material.
exemple web
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for the qwerty issue look in all your project for keyboard plugit and check if there are correctly set to qwerty (all of them)
in the oculus nation demo the ring project show how the object name is detected to be sure this one must be hidden or not
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there is a tutorial of instantiate physic objects in the OS3D book.
I'll try to look at this and explain each points when I'll have time. (maybe in 2 days)
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