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Author Topic: [Released] Aliens Not Waterfalls  (Read 22252 times)

DeanosBeano

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[Released] Aliens Not Waterfalls
« on: February 07, 2014, 06:06:18 pm »

 Hi all,
 Just been learning the .js commands and made a video of some of the weird and wonderful things you can make already with this eraly iteraion whilst learning and having fun .
 sone of it is lazy like the joint splits , i could of diguised better but i think when animation possibilitty comes it will be better to spend more time there :)
hope you like Aliens and Waterfalls


 apologies i really dont know what i did to my stero mix recording of sound ;(
« Last Edit: February 08, 2014, 09:56:31 am by DeanosBeano »
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ZeosPantera

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Re: Aliens and Waterfalls
« Reply #1 on: February 07, 2014, 11:31:05 pm »

Nightmares now. Nightmares forever.
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DeanosBeano

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Re: Aliens and Waterfalls
« Reply #2 on: February 08, 2014, 08:27:42 am »

 haha
 well now you can have VGI nightmares :)


  I have released the unpackaged  download and put inside  user/outerra/packages/DeanosBeano
  maybe you dont need create the DeanosBeano folder you can put inside your own.

 When in game you realice when press C camera is in front not behind  , make camera go to back by holding right MSB and zoom in using MSW

 there is anomoly the thing is facing backwards , i hadnt realised sorry but it works same  W is actually forward etc because i reversed wheel force  :)

 please feel free to modify and  adjust but please if you make it feel better let me know here  , i dont mind if you release in your own name etc just small credits as this is  asked for :

Original low poly Alien.
 http://www.blendswap.com/user/Smithy217
 Lisence
 http://creativecommons.org/publicdomain/zero/1.0/
 Modified in Blender  and ported to outerra
 Deanos Beano

The Download and Have fun :)

 http://www.filedropper.com/alienlowpoly
« Last Edit: February 08, 2014, 08:35:58 am by DeanosBeano »
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PytonPago

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Re: [Released] Aliens and Waterfalls
« Reply #3 on: February 08, 2014, 09:04:34 am »

What a nice little shiny fella ! And he can moon-walk ! :D

Waterfall looking great - didn't notice you can do animated textures. Will probably ask ya for it later to inspect.
« Last Edit: February 08, 2014, 09:06:23 am by PytonPago »
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Jagerbomber

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Re: [Released] Aliens and Waterfalls
« Reply #4 on: February 08, 2014, 09:17:53 am »

lmao
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DeanosBeano

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Re: [Released] Aliens and Waterfalls
« Reply #5 on: February 08, 2014, 09:56:08 am »

What a nice little shiny fella ! And he can moon-walk ! :D

Waterfall looking great - didn't notice you can do animated textures. Will probably ask ya for it later to inspect.

 I dont think you can yet until Particles come  ,i was making a psuedo billboard using the hide mesh and some counting variable , ok for one waterfall but not for many lol :) .

 
Quote
lmao

 Wait till it gets its Walkman and 80`s music haha :)
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Jagerbomber

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Re: [Released] Aliens Not Waterfalls
« Reply #6 on: February 08, 2014, 10:08:31 am »

 ;D
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PytonPago

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Re: [Released] Aliens and Waterfalls
« Reply #7 on: February 08, 2014, 10:28:38 am »

I dont think you can yet until Particles come  ,i was making a psuedo billboard using the hide mesh and some counting variable , ok for one waterfall but not for many lol :) .

Interesting idea ... could you show how the counting variable looks ? And dont forget ABBA ! :D :D :D
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

DeanosBeano

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Re: [Released] Aliens and Waterfalls
« Reply #8 on: February 08, 2014, 10:41:48 am »

Quote from: PytonPago link=topic=2446.msg25833#msg25833 date=1391873318

Interesting idea ... could you show how the counting variable looks ? And dont forget ABBA ! :D :D :D
[/quote

 Sure  , first i use a small proigramme  called  Timeline FX and it can output strips/gifs or individual texture with Batch number :)

 then set 32 frames in blender with seperate material file  becuase it will be diff in Outerra each one of course

 then in JS  i do following but obviously for all frames 

 Step 1
 Get all meshes fore example
Code: [Select]
frame1_id = geom.get_mesh_id('frame1');
// all way to 32

# step 2
then Hide all meshes

Code: [Select]
geom.set_mesh_visible_id(frame1_id, false); /// all to 32
# Step 3
 create a counter
Code: [Select]
_x = 0;
 #step 4
 Add value to variable and make if statement to activate certain Hide Unhide of mesh dependant on value of variable
 
Code: [Select]
  _x = _x + 1 ;
 

  if (_x > .01) {
geom.set_mesh_visible_id(frame1_id, true);
geom.set_mesh_visible_id(frame2_id, true);
  }
 
    if (_x > 4) {

geom.set_mesh_visible_id(frame2_id, false);
geom.set_mesh_visible_id(frame3_id, true)
  }

 Of course many drawbacks  with using oneach Frame like this FPS can make slow stream or torrent depending where looking and polycount of scene , im sure maybe there is max min fps etc somewhere  but hey it works for me as a test ;)

  I am self taught only one week with . JS so im sure more efficient ways will come maybe with case switc and things  bu i believe better to learn like this than from  a book or person shouting to me " ffs do it like this " hahaa

 anyway ultimate is Particle billboards and i sure they come sometime , i`m in no rush , my last Hobby like this i waited 13 years almost to watch the engine develop and altho it was in the end Too big for the sum of its parts , i loved every minute and well here  i am again loving this one so far ;)

 




« Last Edit: February 08, 2014, 10:45:52 am by DeanosBeano »
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PytonPago

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Re: [Released] Aliens Not Waterfalls
« Reply #9 on: February 08, 2014, 10:58:25 am »

Thanks !
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

DeanosBeano

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Re: [Released] Aliens Not Waterfalls
« Reply #10 on: February 08, 2014, 12:08:08 pm »

No worries
 i am int he IRC channel too if you wish to chat about it :)
 
 For others come and join in the (its quiet usually) chat

 http://webchat.quakenet.org/?channels=outerra&uio=d4

Some 80s and Head twitching cause i know you all wanted to remminiss lol


For younger generation i will add a Booster and maybe not so 80s style lol
« Last Edit: February 08, 2014, 05:08:10 pm by DeanosBeano »
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Jagerbomber

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Re: [Released] Aliens Not Waterfalls
« Reply #11 on: February 09, 2014, 10:22:07 am »

XD
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DeanosBeano

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Re: [Released] Aliens Not Waterfalls
« Reply #12 on: February 10, 2014, 12:10:44 pm »

 I had an Idea at work today and put it down quickly in .JS soon as i got home lol , i was thinking a way to do some Gibs , I have a busy RL this week so really have to just put things down and work on them at the weekend so for now i present an idea  :

 
Hips Lips and Psuedo Gibs


 Reason it doesnt gib on first contact cause i use a variable  in the .js that is = 0 at start and increments during movemnent so when i hit a second time that value is > 0 and so effect is evident , not much special but thought i would point out :)
« Last Edit: February 10, 2014, 12:12:54 pm by DeanosBeano »
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ZeosPantera

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Re: [Released] Aliens Not Waterfalls
« Reply #13 on: February 10, 2014, 12:55:38 pm »

WOW. I wasn't expecting that. So you can make wheels fall off vehicles if it is coded as such.. Like a very basic damage model?
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DeanosBeano

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Re: [Released] Aliens Not Waterfalls
« Reply #14 on: February 10, 2014, 01:02:08 pm »

In theory yes (added later :you can make it appear to but not actually seperate)  but at moment i have to work out if a geom is rotating and you also want to move it
 must i first stop the roatation and then apply the movement .
 obviously the most vital thing is input , at moment there is no real "Hit" input so its really a psuedo define ,
 you could do some math about speed drop or direction change etc which would be excellent things to learn from and manipulate.
 Most things i do now are really just applying methods that are work around in terms of input  but the output is actually useful especially when i ventually apply some sin and cos math these can provide some nice paths for objects 

 obviously i am very new here  so i might have missed abaility to set evlocity and createvehicle /object via .js or maybe global variables from an objects .js can be applied to another object that would be dream stuff at this early stage

 
« Last Edit: February 10, 2014, 01:49:10 pm by DeanosBeano »
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