| Prototype's temporary and somewhat dissapointing development log | |
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+21_Shadowcat_ Keon The Schmetterling Saravanth hyperlite Hierarch CMA Tau Tell TinkerPox Hierarch Fenway Groot Joel MrTargareyan Tiel+ Ivan2006 Laserbilly Caramell Iv121 fr0stbyte124 Soul of Jack Last_Jedi_Standing 25 posters |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Fri Nov 08, 2013 1:01 pm | |
| @MercurySteam Stop bumping. I deleted the last one you did. There is literally no other activity in this section. | |
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MercurySteam Infantry
Posts : 543 Join date : 2013-06-22
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Fri Nov 08, 2013 1:10 pm | |
| - fr0stbyte124 wrote:
- @MercurySteam
Stop bumping. I deleted the last one you did. There is literally no other activity in this section. :*( | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Fri Nov 08, 2013 1:15 pm | |
| Well if you want relevant content, I did work out how to have quadrupedal mechs, and tested it using a galloping table, but it looks retarded so we aren't doing it. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Fri Nov 08, 2013 2:48 pm | |
| - fr0stbyte124 wrote:
- It's a problem with the way frustum culling is handled. It is based off the entity's axis-aligned hitbox, but I think it only checks one of the 8 points. It might be addressable by tweaking the camera frustum settings during the culling step.
Following up with this nice article. http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Thu Nov 21, 2013 3:36 pm | |
| Ok, I've been trying to get stuff working with 1.6.4, and so far everything but the planes are working, I'm currently trying to get some advice from SMP.de as to what I'm doing wrong. But while I've been waiting for that, remember I was on about making a frigate a while ago, well I drew up a potential concept: - Spoiler:
Still need to look into a few more things regarding its feasibility, size isn't a problem as Manus's 747 is already of this scale, but the complexity may call for a much larger texture size, which could cause problems. | |
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MrTargareyan Infantry
Posts : 438 Join date : 2012-10-15 Age : 24 Location : Eating your dismembered limbs.
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Thu Nov 21, 2013 4:02 pm | |
| That looks bloody amazing | |
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Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Fri Nov 22, 2013 8:45 am | |
| don't forget to make the barrels less... round before porting to MC | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Fri Nov 22, 2013 11:56 am | |
| - Ivan2006 wrote:
- don't forget to make the barrels less... round before porting to MC
Well I can't make them round anyway | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Thu Nov 28, 2013 2:28 pm | |
| Just found my original designs for the AR-12...
Wonder if I can actually make it this time? After all I need a new plane. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Thu Nov 28, 2013 5:37 pm | |
| Well, so far this it turning out a lot better than last time: Still not finished, need to make the landing gears and maybe have the canopy able to swing open, as well as texture and code it (with making those square winglets more wing like). So far I've built it to (hopefully) work properly with 1.6.4, and I can now make the hit boxes in Techne, but that'll be the last thing I do. Might also play around with wing and nose length. And considering last time I did this it looked like this: - Spoiler:
I may have lied when I said I designed it on the fly, I didn't, it's just the end result was too embarrassing.
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MercurySteam Infantry
Posts : 543 Join date : 2013-06-22
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Thu Nov 28, 2013 5:46 pm | |
| That is sexy. It would be even sexier with something pointy or gunz on the canards. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Thu Nov 28, 2013 5:54 pm | |
| - MercurySteam wrote:
- That is sexy. It would be even sexier with something pointy or gunz on the canards.
Canard guns... Good idea, save for the canard shapes will be done last But I can always stick some pointy things on the main wings, maybe on the nose, and once the rest is done, it shouldn't be too hard to make a couple of canard guns. I also appear to have upfucked the right wing, seems I missed a shape swapping from left to right, that big dip shouldn't be there. | |
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Commander Error Sergeant
Posts : 1237 Join date : 2011-12-07 Age : 28 Location : Look up.
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Fri Nov 29, 2013 10:04 am | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Fri Nov 29, 2013 12:50 pm | |
| And it appears the plane part of the SMP toolbox is completely broken...
Fuck. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Fri Nov 29, 2013 1:13 pm | |
| Problem solved, carry on. | |
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The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Fri Nov 29, 2013 5:33 pm | |
| You make me feel privlledged to know you. Although, the fins on the nose look a bit off. | |
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MercurySteam Infantry
Posts : 543 Join date : 2013-06-22
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Fri Nov 29, 2013 5:56 pm | |
| Have you done anything more with mechs? | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Fri Nov 29, 2013 6:06 pm | |
| - The Schmetterling wrote:
- You make me feel privlledged to know you.
Although, the fins on the nose look a bit off. The square boxes are placeholders for shapes I'll put in with the code, I just put them there so I don't have to sort out the dimensions and positions later, and if I use a shape box then I can sort their texture out while they are just squares, and it'll be the same texture for whatever shape I add in later. And Mechs are on hold until I can get planes working, I haven't got any issues with making mechs, I have a lot of issues with planes, and this pack is mostly planes so far. I still can't work out why they are despawning, I've asked Manus if he can let me borrow some of his work so I can see how I need to set it up. My bets is it will be something rather simple and silly, it just always is. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Tue Dec 03, 2013 2:26 pm | |
| Today is good day. I've finally uncovered the cause of my problem. You see my previous crashing issue was because I had a propellor defined in the config, but not in the model. As starfighters dont need a propellor, I didn't make one in the model file, and merely set the config to not use a propellor. I have discovered that the propellor actually defines the engine of a plane, and so when I got rid of the propellor, I got rid of the engine, and it despawns without an engine. Downside is I need to hide a propellor somewhere. Le picture: | |
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Saravanth Recruit
Posts : 287 Join date : 2012-09-08 Location : *snap snap*
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Tue Dec 03, 2013 2:40 pm | |
| Why not make it a hidden motor-like thing inside the thruster? | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Tue Dec 03, 2013 2:58 pm | |
| - Desdenova wrote:
- Why not make it a hidden motor-like thing inside the thruster?
At the moment I'm copying the shape data for one of the connections in between the engines, and just not texturing it. It'll spin round, but there will be no texture so you won't see it. I'm also setting up proper hit boxes for this and the Omega. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Tue Dec 03, 2013 3:13 pm | |
| Now I know you all wanted to know this. Yes, it will blend | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Tue Dec 03, 2013 4:26 pm | |
| Ok, set up the standard flight model for the new physics, and for the first time ever I've given stuff proper hitboxes. oh and landing gear work | |
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Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Tue Dec 03, 2013 9:28 pm | |
| Multiple hitboxes? Explain? Does that require multiple entities? | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: Prototype's temporary and somewhat dissapointing development log Tue Dec 03, 2013 9:55 pm | |
| Unless it changed at some point, an entity can override its normal collision test, but has no knowledge of what the hitbox it is testing against belongs to. It's been a while, though. I might have that backwards. | |
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| Subject: Re: Prototype's temporary and somewhat dissapointing development log | |
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| Prototype's temporary and somewhat dissapointing development log | |
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