I really noticed the speed increase, especially with textures on. Seems strange they didn't do this before 
Posts
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RE: SketchUp 7.1?
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RE: SketchyPhysics 3x June 27 version.
@cphillips said:
@wacov said:
It works for me, just not in any events.
Not sure I understand. Can you post a model that fails and I will take a look.
In Jun 27, putting your code inside a normal event (ontick{...}) crashes. It seems to work in the SVN version, though

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RE: WIP: FPS
Thanks

Another update! I've had to .zip this one, it's just a weeny bit above 4MB. Bigger map, with targets to shoot.
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RE: WIP: FPS
Update:
Revamped map (starting the final version). Fixed stuck recoil problem, and the turning when against walls. Still no lag!
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RE: SketchyPhysics 3x June 27 version.
It works for me, just not in any events.
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RE: Acceleration script (working)
My method is quite complicated, but it revolves around a thruster pinning the car to the ground. Try putting -5000 in the thruster setting for the car's body (you might get some odd results, though)
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RE: Rogue's W.I.P's!
Looks awesome!
But I don't understand why you don't smooth as you go, I find it easier to be able to select panels quickly, and it gives me a better idea how the finished model will look... -
RE: WIP: FPS
Okay, should be all fixed. Now with keyboard controls, switchable weapons (added a Semi-automatic pistol), and accel scripts controlling the movement. The recoil and muzzle flash may get stuck on, just fire again to stop it. Have fun!
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RE: WIP: FPS
I had a version with keyboard support, but now I'm working out the kinks in stuff I've added... i.e, it's broken

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RE: SketchyPhysics3 Release Candidate 1
@mistert said:
...but cannot get a Joint settings panel to appear from either a right click properties selection or from the pull down menues. Any ideas please?
Adrian
Click the UI button, next to play/reset

@unknownuser said:
Removed all plugins and ran sketchup with only Sketchy Physics, and the same error comes up...
I'm pretty clueless about Macs, so I don't really think I can help... sorry

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RE: Mega glitch...
I was wondering if it's not being in an event that did it... still, pretty wierd...
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Mega glitch...
Okay, I made a largeish box, and set it to split (Without putting it in an event, thanks Phy). This is the result:


That's not the worst bit. The objects created jump randomly around, glitch into each other, and often can't be selected to drag at all.



The flickering axes stopped when I saved, but here's the file:
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RE: SketchyPhysics3 Release Candidate 1
Did you empty out the folders? The internal folders in the .zip need to remain intact. Extracting to the plugins folder is the easiest way to go
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WIP: FPS
Finally picked this one up again... and it's going pretty well

Sticks=Move/aim
A button=Jump
RT=Fire
LT=Zoom(C&C welcome)
Technical stuff:
-Movement through setVelocity, and push for jump; this makes it ultra-responsive to controls
-Weapons fire uses SU's raytest, so 'bullets' instantly reach the target. There's also some randomization to the aim, which is reduced when zoomed
-Round impact effects are created through use of a slightly modified version of the stable particleFX system. Rounds will pass through the FX created. Objects move when hit, using setVelocity.
-Not counting the gun and muzzle flash, there purely for show, the rig is only 4 objects, but, really, it should be just 3! This is partly thanks to the single-object camera system.
-I know I'm probably annoying people by not including keyboard support, but it's low on my priorities. Check out Phy's system at http://forums.sketchucation.com/viewtopic.php?f=61&t=19332 if you're feeling impatient
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RE: SketchyPhysics 3x June 27 version.
I mean ontick/touch as in:
ontick{ ... }Try it, see what you get.
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RE: SketchyPhysics 3x June 27 version.
@norviewsveteran said:
- You guys are blowing my mind. Wacov, when I opened your cloth file my jaw dropped for so long I almost drooled on my cat.

@cphillips said:
I think it is possible to set events externally with this version. I know the the syntax is a bit weird and I plan to clean it up.
Create a good sized cone and put this in its scripted field.
b=copy > b._setEvent("ontick", > <<CODE > push([0,0,1])#go forward > if(frame>50) > destroy #die after 50. > end > CODE > )The cone will copy itself and then set the "ontick" event in the copy.
I tried to make an example that uses "ontouch" but it didnt work for some reason. I will have to debug it.
It totally crashes my SU when I try it in ontouch, and freezes the sim in ontick... also, I can't drag the original object. It highlights, and the drag line appears, but no movement

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RE: SP3 feature: Joystick and Keyboard.
@sgt.a.johnson said:
Is there any support for the individual triggers on an xbox controller. IM trying to make a car using them for accelerator and brake but i dont want to use joyRY for various reasons.
I think I see what you want to do... you only want the input from one trigger or the other, not both? If you stil want it to be analog, try:
if joyRY>0.5 joyRY else 0.5 end(Reverse to < for the other trigger)
Or, if you just want it to act as on/off:
if joyRY>0.5 1 endOverall, pretty simple stuff. It can be further shortened with:
joyRY>0.5? joyRY;0.5or:
joyRY>0.5? 1;0Hope this helps!
I suppose something of note is my trigger input seems to be reversed... my left trigger gives a positive value, and vise versa.
