Deledrius wrote:
In order to activate your existing water in Korman, select the water surface you made and go to the Properties window and select the Physics panel. Click on Add Modifier and select Swimming Surface, found in the Water group. In the box labeled "Detector Region", click to browse for the swimming detector region you made for this particular surface and select it. The other options in the box are hopefully self-explanatory and should look familiar to the values in your old AlcScript options for the swim region.
I almost had half. But I was missing that with the region. I hope I can manage it tomorrow.
In Alabaster i have not a water surface that alowed you to see the ground. It is green and should be a little bit milky.
So i have a second plane under the reflection plane.
I don't believe anything else is necessary to get them working for you, but if you run into problems, please let me know so I can help you address them
That would be very nice. I would love to come back to it.
I'm not sure what you're asking about diving. Although there are some provisions for 3D swimming in Uru, it's not enabled in any version of the engine. Are you using a custom script to accomplish it? If so, then you may be able to use that same script with Korman, provided it isn't doing something that is specifically tied to Uru:CC (such as relying on the Offline KI code in some way). I would have to take a look at the script in order to help more, if this is the case.
Diving is a little bit trickery. I just tried it without script.
You have to imagine it that way. I think you know all that stuff better than me. But i need to explain my diving.
In Blender we have a swimdetect, a swimpool and watersurface.
So the swimdetect is the region, normaly a square, in what the Avatar swims.
The watersurface is the reflection zone without trianglemesh.
The swimpool is the part with the trianglemesh.
So i have subdivided the mesh and have pulled it down in some places, so that avatar dives.
For example, if he wants to dive into a cave.
But thes meshes are not alowed. Korman says always: please use a flat plane.
Further i have more swim detect and swim pool one above the other.
You swim in the first level, the mesh has a hole and you fall (dive) to the next level etc. To come out you have to swim to the border or something that bring you near the next level. Then you can run a short way and you go to the next level up to swim to the water surface.
It really looks like you are diving.
The regions musst be enough far from another. Becouse otherwise the avatar will get problems.
He then jumps very unhealthily as if he would constantly bump his head.
In Alababster i have many locations under the watersurfacce. Swiming fishes etc.
So I can not do without it.
The same answer applies to your question on the cloths and puzzles. As long as they're standard scripts, they should require little or no changes to work with Korman. There isn't a starter tutorial on how to hook them up yet, but the Python Node reference page and Logic Node page may help. You'll need to add the script to Korman that way, and then hook up the values and objects to it (similar to the list of parameters in the pythonfile portion of your old AlcScript).
That will certainly be a big challenge. But I will face her.
You know i always work with google translator, but i do it since 2010 and my english is a little bit better.
I now often understand it during the second time. In the past i have had to read it more times.
If I manage to convert AlabastersDepths, I will try to do it with all of my ages.
That is a lot of work, i know. And if anybody feel to help me with this, i would love that.
But i understand that we all have a lot to do and as you said all have there own project and there own engine.
Greetings
Dulcamara