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Marcousik

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Posts posted by Marcousik

  1. Quote

    How to rotate an entity without breaking the physics simulation ?

    There is AddTorque() that adds rotating forces to an object with Mass:

    https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_AddTorque

    But I think you are looking for the kinematic joint  functions as Genebris said.

    I think your tree shape problem results of using a wrong method to move your character. I never had this problem while using the Physics movement rules in Leadwerks.

  2. May I suggest you can add some sort of posteffect red flickering signals on the screen on the edge maybe while the player lacks oxygen - before it dies

    • Like 1
  3. 6 hours ago, Yue said:

    the ground must be of many triangles so that the effect is much more pleasing.

    Yes I did build such a mesh but the triangles are not bound each other and it results a hole. 

    You can't think - as I did :D - that the mesh will   react like a terrain forming, with each segment moving the next with itself, going up and down as you expect., building a beautiful hill.

    No. Mesh is composed of lots of triangle but moving one vertex open a window in the mesh, - so practically you will have to calculate with this method the interpolated positions of all neighbor vertex to simulate properly a beautiful wave. If not your mesh will only looks messy

    • Like 1
  4. 1 hour ago, havenphillip said:

    Can you make them smaller, though? Can you manipulate the size and shape at all?

    Yes size and shape can be changed as you want, but smaller, it will require to change the appearing rhythm or it will look a way less uniform (as mud should!)

     

    1 hour ago, havenphillip said:

    This takes some pressure off me I wasn't getting anywhere.

    Please keep really cool.. nobody would never complain for becoming help,  or whatever, and those things are really difficult, that must stay 100% hobby.

    • Like 1
  5. So well I tried a lot things with vertex but it comes to no satisfying result because the vertex are not bound - so moving down a vertex positoin just made a hole in the mesh :(

    Then I tried moving csgs around the tires, with collision detection and I think - as I'm sure not going to make a snowrunner 2 (^^) - well it should be enough for my little game, until maybe Havenphillip finds something better with shadering...

    Here is the result of this:

    • Like 2
    • Upvote 1
  6. I'm afraid "games" will not more be really games but goods big companies are intended to sell with high graphics next gen's and NFT's and ingame shops with tons of skins and and and. All of that could be bugs in the future leaving an empty place between indies (good ideas, no money) and the AAA big games industry (much money but no ideas)

    Games as a piece of construction that is build from developpers to give fun with love for details and trying to give the best gameplay they ever made, well that I'm afraid will become a rarity.

    • Like 1
  7. @Yue yeah they had this mud wonder simulation yet in games earlier than snowrunner.

    @havenphillip ok, please follow this steps, I added quickly the feature tire tracks to an old jeep script:

    1) Open the workshop in engine and look at the jeep and please install it in a project

    2040529938_Capturedcran(112).thumb.png.1dc5fa447e3f8570fb726b0a3c9bb0c5.png

    2) Replace the script on the jeep with this one:

    In the same folder .../scripts/objects/vehicules

    BuildCar46.lua

    3) Add this Material in the decals assets:

    decals.zip

    4) Start the map, drive the car, you need a FPSPlayer Leadwerks PLayer character.

    Okay the car script is olddated, but the car should be drivable enough to get the tire tracks on the ground lol

    You should get this:

    20220114080053_1.thumb.jpg.503c8cf22fb2653cf2bdeda85c999d93.jpg

     

    You can  find the tire tracks script in the UpdateWolrd function of the car script (uploaded above.)

    Please tell if problems thx.

     

    • Like 2
  8. The whole script would be in this case the entire car script, means including a lot of non usable things for that.

    The decal are always staying there where you position them.. There just gone erased with a scripted time factor and you place new ones on the terrain each few seconds.

    So the question is for me: Could you work on a decal set on the terrain or model? Like that:

     - I have to say I tried to create a whole effect using normals... But it is nonsense, I mean, I didn't get anything usable

    1370770771_Capturedcran(110).thumb.png.da8ee080d5fb9e74154b2c289b565ff9.png

    802599215_Capturedcran(111).thumb.png.23e2effcd02b1b875de57b35b1e18dad.png

    • Like 1
  9. I don't understand what kind of script you need with the decals?

    I just use a script to put the decals - assigned with a tire track material - on the ground or terrain and align each decals to the spline the car takes in its movement, I don't have anything else as script.

    My idea about the "veggies moving shader" trails mud is that especially mud does not stay long on its form after a tire has been going through so it could take its original form back after the tire went through, at a speed depending on the tire speed? I don't know if it would work..

    That's my problem with decals, they can give a great illusion of mud spread on a car but how do you want to give it the movements of mud waving slowly and going back down..?

    There is a last option they could have used in the video..maybe it is possible to create a surface with mud material and move it, as you want using the vertex coordinates. With this method it was easy to recreate little waves like water could do, so it could be possible to move a surface as mud would do? 

  10. Yeah that's crazy, sure.

    I will try more experiments with decals but I don't expect to reach anything with movements like this mud (video) is moving under the force of the tires. 

    I thought about using csgs too or adding sprites but still nothing really great.

    You did that veggies moving shader by going through, maybe it could generate such an illlusion, moving  texture slowly apart, as mud has another physics.. I don't know just some confuse ideas..

    Here I found others examples, with less buffers I don't know maybe could inspire 

    https://www.shadertoy.com/view/4sKSzR

    https://www.shadertoy.com/view/4sXfDX

  11. On 12/21/2021 at 10:58 PM, Yue said:

    Is it possible to change the center of a shape assigned to a mesh?

    1) You can create a shape as you want, if it is not too complex: 

    https://www.leadwerks.com/learn?page=API-Reference_Object_Asset_Shape_Box

    2) You can think about another solution: deplacing the mesh.

    https://www.leadwerks.com/learn?page=API-Reference_Object_Surface_SetVertexPosition

    3) here there is a tutorial on how to create your own shape, creating your own .phy if I can could good remember

     

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