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is this a sub world?

PostPosted: Mon Aug 25, 2008 7:40 am
by boblishman
OK ... I have a question:

I have created a (continuously) rotating "platform" in my Age ... and it rotates perfectly :D
... however, if I jump onto the platform my Avatar stays still whist the platform under his feet continues to rotate... which looks wrong. Either the Avatar should rotate, or the Age around him should ...

Now, I was not surprised by this behaviour - as I was under the impression that if I want to make the avatar stay still, but the world AROUND the platform to rotate that I would need to make something (either the platform OR the rest of the whole Age) into a subworld ... thing is, I have read the Wiki on subworlds but it's not clear (to me anyway) how I would go about doing this ...

The "platform" is a simple, single mesh, ... rotating with an IPO curve (set to loop) ... could anyone please give me some pointers as to how I make this "platform" behave correctly ?

Re: is this a sub world?

PostPosted: Mon Aug 25, 2008 11:48 am
by Lontahv
Yes, you need a subworld.

Here are some simple steps:

Make an Empty object and place it at the object center of your moving object (say a cart). Now... the point is to get the empty to move with the cart... there are two ways to do this: Make it so that you can move the subworld and move the cart together (parenting) or just animating the subworld with its own anim.

Now, I had horrible trouble with the latter option when I was trying out subworlds--it would keep sliding out from under me because it's hard to get anims to match perfectly (so it was like I had greased the deck on my ship "the Cube.001" :P ok, it was tramatic when you'd slip off).

So I suggest you parent your subworld empty to your cart (and delete the current anim for the cart and give that to the subworld). So, select the cart (or whatever you have) and then select the empty (subworld) and press CTRL+P in object mode.

I won't go into too much detail about the IPOs and unhooking them from the object because I assume you kinda know what I'm talking about.


Ok, now try grabbing your subworld... your cart should move as well. Now animate the subworld or switch the empty to use the cart's IPO and delete the link to the cart (what I was talking above).


Now that you have your cart following your empty you can start the fun stuff (err fun for me at least :P ).


Give your subworld the alcscript properties (just add this to your current alcscript stuff if you already have stuff set for this object):

Code: Select all
<object>:
    type: subworld


Ok, now make the entrance-region:

Add an object (say cylinder in this case for your spinning thing), place it where you want to be under the influence of your subworld and add this script:

Code: Select all
<object>:
    type: region
    regiontype: subworld
    region:
        subworld: <subworld-object name>


Ok, now make the objects you want to collide with when you are in the subworld have this script:

Code: Select all
<object>:
   physical:
       subworld: <subworld-object name>


Remember that the objects are not colliders in the regular world if you make them colliders for the subworld.

Now you need an exit region... try looking over the different ways you can do this in the wiki (that part's pretty clear).

Oh, and there are enter and exit regions... they're like doors in and out of the subworld (so exiting the entrance region won't help you after you've entered the region).

If you have questions just ask. :)

Re: is this a sub world?

PostPosted: Mon Aug 25, 2008 1:09 pm
by boblishman
Cheers Lon ... works like a dream ... now I have my own "Gahraseen" ... :D

Re: is this a sub world?

PostPosted: Mon Aug 25, 2008 1:20 pm
by Lontahv
:D

Re: is this a sub world?

PostPosted: Mon Aug 25, 2008 4:27 pm
by Aloys
Semi-related questions while we're on the topic of subworlds (sorry to hijack your thread Bob, I promise it won't be long)
Is it possible to have multiple entry & exit regions? For an elevator that stops at various floors or something similar.

Re: is this a sub world?

PostPosted: Mon Aug 25, 2008 5:48 pm
by Lontahv
Aloys wrote:Semi-related questions while we're on the topic of subworlds (sorry to hijack your thread Bob, I promise it won't be long)
Is it possible to have multiple entry & exit regions? For an elevator that stops at various floors or something similar.


Yes.

Like Pahts and the boats would be. ;)

Re: is this a sub world?

PostPosted: Wed Aug 27, 2008 9:05 am
by boblishman
ok... if you want to see the Sub-World "in action" ...download the latest version of Sonavio ... from HERE

It's not much to look at ... but it works! ... :D

you find it by the lake ...

Re: is this a sub world?

PostPosted: Thu Aug 28, 2008 12:08 pm
by diafero
It works :)
However, it has some flaws...
a) it's very hard to jump on it... perhaps you could make the lower stone about half as high as it is now?
b) The sound is somewhat wired. When approaching the stone in 3rd person, my avatar can stand right next to the stone and I hear nothing. The reason is that the position of the camera is used for the sounds. Maybe you could make the sound region bigger and the fade slower so that it feels realistic in 3rd person as well?

Re: is this a sub world?

PostPosted: Thu Aug 28, 2008 1:19 pm
by boblishman
well ... to respond to the "flaws" ...

a) It's just a small rotating stone ... it is meant to be a surprise/reward for anyone who does manage to jump onto it ... It's not really anything "major" or "puzzle-connected" ... just a little "folly" ...

b) Again, as it's not anything "important" within the age, I didn't want to make the sound too intrusive to the gameplay ... so I deliberately kept the sound quite quiet when you are in 3rd person. (Although I do agree that the way Uru uses the camera as the players "ears" is not (IMHO) ideal ... it would make much more sense if the game used the avatars head to locate sound ... )

Re: is this a sub world?

PostPosted: Fri Aug 29, 2008 4:32 pm
by Grogyan
My comment on that stone is that I was expecting it to do more, and found I couldn't actually jump on it, so I was wondering why you made it a sub world in the first place when a simple animation with an invisible collision around it would be fine.

I was wondering though whether it'd e part of a puzzle, like getting down into that hidden room, yes I did try all the buttons and levers.

I think personally that if the stone had a symbol at one point in its circumference, that its up to the player to best estimate when he/she can push the button to open the door at the right time.