Now, I have no idea if this is even possible (and if it's not, or it'd be difficult to implement, that's cool) but might it be possible to include an option to flip the Z axis on turret hardpoints on the hulls so that the mounting 'post' pointed upward instead of downward?
Heck, it may already be possible and I just don't know how to do it, but the goal would be the ability to mount turrets underslung along the bottom of a hull, instead of always being across the top of it. Might look pretty cool with some of the default hulls as well, like the Fang, with launchers hanging under the wings. :)
It is possible according to our specification.
But since we have not added any ship that uses it - it isn't implemented yet.
But the idea is to use weapon display parameter:
0 - not display.
1 - normal.
2 - up side down.
It will be available in one of future versions once we add a ship that uses it.
Nice. :)
If you remember, give a shout when you make it active in the game. I have two unique hulls waiting to use it, including my capital ship. :D
Actually it is already in :)
In the v0.9.5. It was very easy to do, so we implemented it with the last patch.
And this is yet another reason why you guys are awesome. :P
Thanks!
Now if I can just work out why all some of the models I try to bring into the game end up black and won't take meshes... I'll be wonderful.
Blender and I, we are not friends right now.
You can import models that are already in the game to see if there are any specific things, possibly?
Yeah, that's actually what I was trying to do as a basis. In this case I just wanted to make a turret model that was slightly larger, but when I attempted to export it back to .obj I ran into some issues. Modeling/texturing isn't really my forte. :) I'll figure it out, though, or find someone else out there who can.
Either way, though, got the inverted weapons working quite nicely. Hoping to have a fresh build out this coming weekend for people to tinker around with, now that I think I have all the weapons where I want them as well as four basic hull paths (more stuff like the Banshee turning into the Mk2, ect) and some of the gear; just need to look at seeing if I can get new skills to add, yet.
In that case you will probably find this useful as well
http://atomictorch.com/Files/PhysicsAdjuster.zip
It is an application that we use to create ships and other objects for the game ourselves. It allows you to adjust collision box for the model.
I will check this out very soon. :)
Another question about physics as well, when you have a free moment: is there a way, or would it be difficult to code in, the ability to accelerate projectiles? I've been playing around with the dampening attribute a bit and having some fun, I was hoping it'd be possible to go the other direction by setting dampening to a negative value and thus accelerating a projectile after launch... but it didn't really seem to have an effect.
Am I missing an optional tag/attribute that I could use for the acceleration effect, or is it just not possible with the game engine as it is? The end effect I had in mind was a missile that would launch slow and then increase in velocity as the motor fired.
No, unfortunately acceleration is not possible yet.
I had some ideas about it, about missiles that pop out of your ship and then start acceleration only after about a second. But since it is definitely not a priority there is no such an option yet.
Hee, that was my idea as well, something like actual missiles that are mounted as single-shots externally. Takes time for the motor to kick in and provide missile velocity. :)
Understand about the low priority though, totally. Just figured I'd ask. I actually came up with a temporary work-around anyway: the missiles I'm using to do it essentially launch as a mine projectile with a very short fuse, then just before detonation launch a single scattering projectile straight forward as the missile proper. Seems to work okay and looks very neat if you do it while strafing. :)
Sounds cool. I should try that myself :)
It's so easy to do with the easy way you guys set up the scattering property, too. You can basically use all the parameters of the missile BEFORE you applied the effect and just toss them into the scattering section, set scatter to 0 and direction to 0, and voila it launches out of the front.
Does look a little odd, though, unless you have a teeny little missile or make it fast so that the rocket appearing out of thin air is less jarring. The trail also looks a bit odd, but hey. Speaking of which, any chance we might still get the trails editor sometime soon? I've been having fun tinkering with the physics editor and I like having new toys. :D
Trail editor? Well, we don't have it. We just edit it by hands since it's quite simple actually :)
... Would you believe I never thought to check the engine_trails folder for matching missile/projectile trails? :P
I see the data now, and yes, seems easy enough to edit. :)
Hey, tried your physics adjuster, but I can't seem to open any models.
looking at the log, i'm getting the following:
DllNotFoundException: C:/Users/Flessen/Desktop/PhysicsAdjuster/Tool_Data/Plugins/NativeOpenfileProject.dll
at (wrapper managed-to-native) GUILoader:OpenFileDialog ()
at GUILoader.OnGUI () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
Checked the directory, and the dll was in fact there.
Tried running as admin, tried disabling AV..
any ideas?
FlessenGreendart, hello! It should work without any problems. Please can you try to launch it not from desktop? And what OS do you use?
Uploading the full log will also help us determine problem. Thanks!
Sorry for the late reply, I've used it in various folders, but no luck.
I've made do without it for now, shifting little boxes around in Blender to get the co-ords xD
I'm using windows 8 Pro, and the full log is here:
https://www.dropbox.com/s/3xjbydpdbi5u91e/output_log.txt
Thanks
Using "dependencywalker" programm on faulty DLL in PhysicsAdjuster, i've noticed that the dll requires msvcr110d.dll.
"The d.dll suffix means debug version of C++ runtime DLL. This means your exe is debug build, which requires MSVCR110d.dll."
So I assume without Visual Studio, or some other such software, I won't be able to use this properly?
You can download this lib and put near .exe of tool.
Hello! Sorry for late answer. Yes, you need to install Visual C++ Redistributive - http://www.microsoft.com/en-us/download/details.aspx?id=30679 - because this application uses C++ plugin for file opening (Unity doesn't provide this feature out of the box).
Regards!
Thanks for getting back to me on this.
I've installed the Redist. (although I think I already had it) and unfortunately, it still hasn't done anything..
Still can't open anything with it :-\
It's odd that this seems to be just the open operation that is causing any problems
Ok, installing Visual Studio Express 2012 did indeed do the job
Sorry to Necro this post but I have a problem with the physics adjuster, it loads up fine as I have Visual Studio Express 2012 installed however when I click the 'open model' button nothing happens
windows 7 ultimate edition 64-bit
here is the log file from Physics Adjuster:
QuoteInitialize engine version: 4.5.2p1 (2d660ec05104)
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 9.0c [nvd3dum.dll 9.18.13.4475]
Renderer: NVIDIA GeForce GTX 650
Vendor: NVIDIA
VRAM: 1990 MB (via DXGI)
Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\UnityEngine.dll (this message is harmless)
Loading D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\I18N.dll (this message is harmless)
Platform assembly: D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\I18N.West.dll (this message is harmless)
Platform assembly: D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\Box2DX.dll (this message is harmless)
Loading D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\Box2DX.dll into Unity Child Domain
Platform assembly: D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\I18N.dll (this message is harmless)
Loading D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\I18N.dll into Unity Child Domain
Platform assembly: D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\I18N.Other.dll (this message is harmless)
Loading D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\I18N.Other.dll into Unity Child Domain
Platform assembly: D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\I18N.Rare.dll (this message is harmless)
Loading D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\I18N.Rare.dll into Unity Child Domain
Platform assembly: D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\I18N.West.dll (this message is harmless)
Loading D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\I18N.West.dll into Unity Child Domain
Platform assembly: D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\Ionic.Zip.Reduced.dll (this message is harmless)
Loading D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\Ionic.Zip.Reduced.dll into Unity Child Domain
- Completed reload, in 0.171 seconds
<RI> Initializing input.
<RI> Input initialized.
desktop: 1680x1050 59Hz; virtual: 5040x1818 at -1680,-768
Platform assembly: D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Platform assembly: D:\physics tool\PhysicsAdjuster\Tool_Data\Managed\System.Xml.dll (this message is harmless)
Undefined Queue: 'Transparent + 100'
(Filename: Line: 263)
Undefined Queue: 'Transparent + 100'
(Filename: Line: 215)
Undefined Queue: 'Transparent + 10'
(Filename: Line: 263)
Undefined Queue: 'Transparent + 10'
(Filename: Line: 215)
Fallback handler could not load library D:/physics tool/PhysicsAdjuster/Tool_Data/Mono/.\D:/physics tool/PhysicsAdjuster/Tool_Data/Plugins/NativeOpenfileProject.dll
Fallback handler could not load library D:/physics tool/PhysicsAdjuster/Tool_Data/Mono/.\D:/physics tool/PhysicsAdjuster/Tool_Data/Plugins/NativeOpenfileProject
Fallback handler could not load library D:/physics tool/PhysicsAdjuster/Tool_Data/Mono/libD:/physics tool/PhysicsAdjuster/Tool_Data/Plugins/NativeOpenfileProject.dll
Fallback handler could not load library D:/physics tool/PhysicsAdjuster/Tool_Data/Mono/.\libD:/physics tool/PhysicsAdjuster/Tool_Data/Plugins/NativeOpenfileProject.dll
Fallback handler could not load library D:/physics tool/PhysicsAdjuster/Tool_Data/Mono/libD:/physics tool/PhysicsAdjuster/Tool_Data/Plugins/NativeOpenfileProject.dll
Quote from: ai_enabled on September 14, 2014, 07:46:30 PM
Hello! Sorry for late answer. Yes, you need to install Visual C++ Redistributive - http://www.microsoft.com/en-us/download/details.aspx?id=30679 - because this application uses C++ plugin for file opening (Unity doesn't provide this feature out of the box).
Regards!
still nothing happens when i klick "Open model"...
* Visual Studio Express 2012 installed
* Visual Studio Express 2013 installed
* Visual C++ Redistributive 2012.4 installed
* Visual C++ 2013 Redistributable (x64) 12.0.30501 installed
Undefined Queue: 'Transparent + 100'
(Filename: Line: 263)
Undefined Queue: 'Transparent + 100'
(Filename: Line: 215)
Undefined Queue: 'Transparent + 10'
(Filename: Line: 263)
Undefined Queue: 'Transparent + 10'
(Filename: Line: 215)
Fallback handler could not load library S:/Users/Userxy/Documents/Downloads/PhysicsAdjuster/Tool_Data/Mono/.\S:/Users/Userxy/Documents/Downloads/PhysicsAdjuster/Tool_Data/Plugins/NativeOpenfileProject.dll
Fallback handler could not load library S:/Users/Userxy/Documents/Downloads/PhysicsAdjuster/Tool_Data/Mono/.\S:/Users/Userxy/Documents/Downloads/PhysicsAdjuster/Tool_Data/Plugins/NativeOpenfileProject
Fallback handler could not load library S:/Users/Userxy/Documents/Downloads/PhysicsAdjuster/Tool_Data/Mono/libS:/Users/Userxy/Documents/Downloads/PhysicsAdjuster/Tool_Data/Plugins/NativeOpenfileProject.dll
Fallback handler could not load library S:/Users/Userxy/Documents/Downloads/PhysicsAdjuster/Tool_Data/Mono/.\libS:/Users/Userxy/Documents/Downloads/PhysicsAdjuster/Tool_Data/Plugins/NativeOpenfileProject.dll
Fallback handler could not load library S:/Users/Userxy/Documents/Downloads/PhysicsAdjuster/Tool_Data/Mono/libS:/Users/Userxy/Documents/Downloads/PhysicsAdjuster/Tool_Data/Plugins/NativeOpenfileProject.dll
if the dependencies are unknown for the "C++ plugin for file opening" stuff. It is maybe not a big deal to look for a file path in the first parameter so we can start the tool like this: tool.exe foo.obj ?
overload_cthulhu, we've modified and reuploaded the tool so it will use launch parameter (path to obj-file) if you provide it (download link (http://atomictorch.com/Files/PhysicsAdjuster.zip)).