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    • W

      Custom joints?

      Watching Ignoring Scheduled Pinned Locked Moved SketchyPhysics
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      @cphillips said: Not the way you describe it. As I said before a single joint that is (in your example) a hinge and a spring and a servo would be a UI mess. And I would have to code for every possible permutation. What if you wanted a piston,spring,servo,hinge,motor. Ug! Instead you will be able to take a slider and a spring and a servo and a hinge with all the settings you want and the group them into a object that is reusable. Copy and paste or even post to 3dwarehouse. But in the specific case of a car rigging there will be a shortcut in SPIV. Something called a ray cast car is available in the new version of the physics engine. Basically you say this body is a "car" and these bodies are "wheels" and it handles connecting them with all sort of real world values like torque, breaking, steering, differential and suspension setup. Like in stunt playground 2.0! That would be great! I made a car in stunt playground using the junk car body and the monster truck suspension and wheels, it had 7 gears and went 200mph.
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      Zero mass?

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      That's coming in SPIV
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      Bullet collision detection

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      I have had that problem. I think you need to layer the collision.
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      Where's Chris?

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      Ok.. just my luck to post this a few hours before you come back on....
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      My next game...

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      I'll release it for download when there's a coherent track. At the moment half the routes are inaccessable, and on parts of the track it's very hard to know where to go.
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      Variables

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      That will work. But you should be aware of a few things: Some variables names could cause things to break. For example @frame is already being used and if you override it could break things. If you use something like "@foo" the value will be the same for all objects. Same as getVar and setVar are now. But in a future version each object will have its own version of "@foo". So keep in mind that a model that uses "@foo" now will change behavior when that version comes out.
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      Sound API...?

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      @wacov said: Chris, I saw a post from you mentioning a sound API... what exactly would this let us do, aside from uploading sounds along with models? Will sounds stop playing at the end of the simulation? Will we be able to overlap sounds on windows? I'd really like to have a way to play looping engine sounds that are modified dynamically, speeding up/slowing down as a variable changes. It would fix most of the bugs on the Windows side. It will allow overlap and probaby stopping the sound at the end. I dont know about a variable looping sound but I will look into it.
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      Acceleration script (working)

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      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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      OnTouch

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      If you used the add/remove event thing, then these would be great events to have; please use them! For the onTouching, would you be able to detect it outside of the physics engine, using SketchUp? The engine doesn't detect intersections very well, as I demonstrated...
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      The SketchyPhysics Wiki

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      There ya go. I was kinda preoccupied, what with scripted weapon switching and all....
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      Hover box

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      I've gone for something a little different. It uses OnTouch and a fixed vibrator to let it go up vertical slopes.
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      FPS Rig

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      I might try and do an fps rig. it will probably end up keyboard control cos i don't have a gamepad though. I thought of a way of making one sprint though with a variation of the scripted transmission jake on the warehouse made.
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      Toggle script (working)

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      Thanks Chris. Everyone, here's a slight addition to the script; it's for weapon switching, or for cycling through values. The output changes from 0, to 1, 2, then 3, then cycles back to 0, every time the y button is pressed. This is really for placement in the onTick field, but you can use it as a controller. I know for a fact that it doesn't have to be this complex, but this was the easiest modification to make; I'll refine it soon, make it easier to change the number of values to cycle. if frame==1; setVar("repeat",0); setVar("weapon",0); end; if joybutton("y")==0; setVar("repeat",1); getVar("weapon"); elsif getVar("repeat")==0; getVar("weapon"); elsif getVar("weapon")==0; setVar("repeat",0); getSetVar("weapon",1); elsif getVar("weapon")==1; setVar("repeat",0); getSetVar("weapon",2); elsif getVar("weapon")==2; setVar("repeat",0); getSetVar("weapon",3); elsif getVar("weapon")==3; setVar("repeat",0); getSetVar("weapon",0); end Ok, I've released a partially finished demo of this; see http://sketchup.google.com/3dwarehouse/details?mid=2089b6db29e339096cd8ad826e9017b8
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      MotorSketch

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      @wacov said: It's called seamless texture generator. It's really easy to use, but I had to pay £45! I know about free ones, but they're way too complicated; this one blends the edges nicely, can remove highlights, and can do perspective correction and cropping. You can make textures any resolution you like, but the filesize gets pretty huge; which is bad for uploads. Again, it's £45, so not spectacular value; kinda depends on how much you're gona use it. Try the demo, it sticks a logo over the image you make, but you can see it working. Anyone tried corel texture. i have it kicking around on a disc somewhere. Had it installed on an old machine and found it quite easy once you get hang of it. Not got it on my laptop and didn't have sketchup on old machine. anyone tried it with sketchup?
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      Textures, games and camera rigs

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      I'm not totally sure what you're trying to achieve there; the code is pretty specific to my particular vehicle. Also note that I had to take into account that joyRY is the wrong way round for driving use; the left trigger increases the value, while the right trigger decreases it.
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      26 amazing requests!!

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      8 so that 7 works properly with emitters.
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      Toggle script

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      Ohhhh... I was assuming they would be. Maybe something for a future release?
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      Squished scripts...

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      @wacov said: Ok, it's brilliant that we can use scripts and formulas... but why do we have to put it all in one line?? Here's a script: if(lefty==1.0);0.0;elsif(lefty<0.3);Math.sin(frame/3.0)/3;else;Math.sin(frame/(lefty*10))/3;end It's very, very annoying to scroll sideways through something like this, and error checking is that much harder without being able to see the bigger picture. I'm actually not very clear on the multiple-line scripting, but it'd make more sense that this; even if it's not till SPIV, I feel a multiple-line formula/script box is very important. One of the fields in the next version will be multi-line. But it would be too much clutter if they all were. I will see if I can come up with something.
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      Follow me...?

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      There is also pipealongpath.rb and another tubealongpath.rb (also posted somewhere int he ruby forum section). Those are both useful, Chris
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      SP3 Useful controller scripts

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      @unknownuser said: do you know what controller scripts are used to make a keyboard key do an action (like the spacebar, or letters other than WAS and D), or for a slider to multiply an object like in the pre-release video? Also, do you know why the script (lefty-0.5)*300+slider('hover')*150 won't work in a thruster controller box? without the '-0.5', it seems to work, but I can't get it to do what I'm trying to. Not yet. But I think I am going to add something like key("space") or key("1") Mulitply an object will be the new emitters. Your script should work as far as I can tell.
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