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C7Studios

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Everything posted by C7Studios

  1. I\'ll be posting my source code with full comments once I have it cleaned up a bit. If I have time I\'ll work on a tutorial too.
  2. Unity Engine is what the game is built on. What I\'m referring to is gaining access to the features of the unity engine. Not the 'operation' parameters of the engine. Unity does not allow modifications of its internal systems. (unless you have a source code license, and they are very expensive)... So what I\'m referring to is perfectly safe. Considering you have access to c# and .net. That is much more likely to cause issues with bad programming then using the unity engine. I give it a few days before someone programs a seg-fault into a script.
  3. Not sure how much it matters, but I include this in all of my headers so I can access the unity engine functions. using System.Collections; using UnityEngine;
  4. Thank you very much. I\'m glad to join the team!
  5. My part budget is 1.5k for really high end showpiece parts and all others are under 1k. I think my part average is near 700 polys. I figure this game is going to have a ton of parts on screen at one time. It adds up quick. I don\'t want to be the part pack that makes your pc have a fit.
  6. UDK is a 25% royalty, they also don\'t charge that royalty if you make under 50k in a year. Its actually quite reasonable as far as a license goes. http://www.udk.com/licensing On a similar note, unity is only free if you make under their income limit. Otherwise you need to pay a 1500 dollar license fee to them. The big bonus for unity is that there are no royalties at all. So its really not that bad of an option. http://unity3d.com/unity/licenses.html
  7. Wait a minute... I recognize those Canards... hehe. I\'m very glad to see more aircraft parts. Excellent job so far.
  8. Man, fantastic work everyone. I\'m glad to see that the new parts are working out well. We\'re finally starting to be able to make some convincing replicas! Awesome 8)
  9. I have dealt with this issue way more then I would like. I think I\'ve got the cause of it figured out at this point. Check to make sure that the node collider is fully surrounding position 0,0,0 (x,y,z) in your modelling software. What will happen, is that the origin of the part will fall below the ground or a surface, when this happens the physics engine thinks the part is 'tunneling' out of the world and destroys it. Also make sure the origins of your parts are set to the origin of the world. In 3ds max you can affect this by selecting 'heirarchy' and choosing 'affect pivot'. You then set the pivot to the scene origin of 0,0,0. __________ { } So, Imagine this is your collider. The 0,0,0 point will have a good spacing on all edges, this prevents another model from { 0,0,0 } Overlapping that position. If you have any more questions, send me a message and I\'ll help you out. {________ }
  10. I\'ll be redoing the entire hardpoints kit later But in the meantime the other version is so old.... :/ I think I can do a lot better now.
  11. With persistance? Why the heck not. I will totally make hover engines and a landing deck if I have to lol
  12. Oh man, that is... just... wow. I can\'t believe you landed on it again.
  13. Caesar, If you don\'t have anything nice to say. I suggest you keep it to yourself. Please, do not derail another thread.
  14. Unity is indeed based off of Phys-X. Concave meshes do not properly solve, so its best to avoid them if at all possible. One of two things will happen with unity, Either it will automatically detect and correct the mesh by creating a box around it (and use that instead of your mesh) or it will just fail completely and your object will explode or fall through things randomly. I\'m under the impression that its the second option, as when I\'ve tested concave meshes, things just blow up all the time. That being said there are a few guidelines that are not as obvious. (Not all of these are set in stone, but they work well for me) The collider has to be under 256 triangles. So only use simple primitives if possible. Its unnecessary to have a complex mesh. The mesh\'s complexity will determine how much an impact your part has on the physics engine. More complex meshes take much longer to check for collisions then simple ones. So people with weak computers or a lot of parts at once will make the engine chug. I tend to make the collider just a little bit smaller then the actual part. This allows connections to be made without them turning red (colliding another part). It also seems to help objects randomly being destroyed, and makes it look like things are resting on the ground instead of floating over it slightly. Additional information to all your questions can be found on these two links. http://unity3d.com/support/documentation/Manual/Physics.html http://unity3d.com/support/documentation/Components/class-MeshCollider.html
  15. Welcome to my world... there is a reason all my wings and flight surfaces are symmetrical :/ I really hope we can figure out a way past this. I have all sorts of cool designs I can\'t build yet.
  16. Very nice, I think your project turned out rather well. It\'ll be nice to see how this evolves now that you\'ve paved the way for everyone else.
  17. Sure, that sounds like a great idea. I think I\'ll be the one to assign the levels, ah look at that. I\'ve just leveled myself up to 50 due to how important I am. Excellent, you know what, I don\'t think the work you do is very valid at all.... yes I think I\'ll downgrade your level. Excellent, now everyone is happy.
  18. Yep, going to have a few nosecones when I rebuild the mk3 parts.
  19. Hunter-Gratzner parts you say eh? *scratches chin*
  20. How did I not notice this until now?! Wow, that is just amazing. I love the linear aerospike engines. I certainly hope my small linear aerospike engines lives up the majesty of yours!
  21. Looks really nice. The green tinted highlights on the wings are cool too. If you want, you have my permission to release these texture mods, if other people want to use them.
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