Sub Worlds

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Sub Worlds

Postby andylegate » Fri Apr 23, 2010 5:37 pm

I've been trying to puzzle this one out.

So far most of it is a LOT like how it's done in Blender with the GoW Plugin. You make your Enter and Exit regions. The Plasma Components for them are located in the Physics catagory. On each one assigned to a region, you can specify if it's Enter or Exit.

But then comes the problem, and I've spent most of today trying to puzzle this one out: With the GoW Plugin, you make an empty and give it the following script:

Code: Select all
ElevSubWorld:
    type: subworld


Where "ElevSubWorld" would be my empty.

Now with the Cyan Plugin and Max, I create a Dummy in Max.......same as Blender's Empty........but...I can't find in the Plasma Components where I define it's "type:" as "Subworld"

There is a "Subworld" component in the Physics catagory, but when I assign it, there is only a one single empty Roll Out box.

After exporting and converting, the elevator doesn't work (the platform leaves me behind, heh). Opening up my prp file in PrpShop, I can see a major difference between one of Cyan's prp and mine as far as the empty goes, the "plHKSubWorld" is NOT being assigned to my empty.........

It's almost like there is something missing from the Plugin for SubWorlds.......
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Re: Sub Worlds

Postby GPNMilano » Fri Apr 23, 2010 5:53 pm

Hehe, and you have stumbled upon the problem of SubWorlds in MOUL. Different physics engine. MOUL uses PhysX while CC used Havok. The plugin is not going to assign a havok physical (which plHKSubworld is IE HK is the internal intitials for Havok because it's not meant to as it's building for MOUL.

I spent a good portion of yesterday trying to figure out how to make a subworld myself. I know that in MOUL instead of a HKSubworld all objects inside the subworld get assigned a FilterCoordinateInterface rather than a normal CoordinateInterface. Other than that, no clue. I got about as far as you did before finally giving up and going to sleep at 5am. Hope you have better luck than I did. My advice, keep trying but don't look for the HKSubworld and look for a FilterCoordinateInterface instead.
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Re: Sub Worlds

Postby Karkadann » Fri Apr 23, 2010 8:03 pm

I was hoping it would be as easy as changing the Z axis on a terrain, assuming the AV always walks on the XY plane
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Re: Sub Worlds

Postby Paradox » Fri Apr 23, 2010 8:21 pm

Plasma has no real concept of Z axis being down. "Down" is the avatar's feet. If you rotate the avatar, you essentially change the direction of gravity. I'm not entirely sure if subworlds are needed for multiple planes, or whether just rotating the avatar is suffice.

Subworlds were used because back in the original Uru, when the avatar was on a moving platform Havok liked to impart linear force on the avatar and that seriously screwed up things like Gahreesen jumps. Subworlds make the game pretend that the avatar is a stationary object, and everything moves relative to the avatar, rather than the avatar moving relative to the static world.
With PhysX, subworlds (at least as their own object type) have vanished.
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Re: Sub Worlds

Postby andylegate » Fri Apr 23, 2010 8:27 pm

Still no joy after several hours.

I had a "DOH!" moment however when you reminded me of PhysX, hehe. Forgot about that change.

Using PrpShop, I've looked at the MOUL:a prp's and compared them to my freshly exported prp's for my Age prior to conversion with Drizzle.

The answer is that the Filter Coord Interface is not there in my prp so it's not getting applied.

The empty Roll Out box in the Subworld component is bugging me. There are plenty of components that you don't change any thing, but no empty roll out boxes. Also, if there was nothing to mess with there, the roll out box wouldn't exist.

I'm starting to seriously think we're missing something for the plugin, or we need a PhysX plugin.....OR, it may be a Python Mod......and I don't have my MOUL python files anymore, hehehe.

One way around this for now would be to build all the subworld components in Blender with the GoW Plugin as a seperate prp file for now, for testing on Uru:CC

Oh yah! Even if we could put in the subworld right now with the plugin, there might be a problem with Drizzle. Out of curiosity, I backed up my Teledahn CC files, and tried converting the MOUL:a Teledahn files. The result was NOT pretty. I got warnings and errors when it tried to convert the sub worlds. So we may have a problem even if we knew how to use the Cyan Plugin for Subworlds anyway. Dustin might know.

But now it's close to Midnight so I'm off to bed.

EDIT

I just read what Paradox wrote while typing this. If sub worlds have vanished, then why do the sub world regions, detectors, etc still exist in the prp files for the MOUL:a version?
In anycase, there are a couple of avenues I'm going to look into tomorrow morning. A good nights sleep after fighting the plugin is how I've gotten most of my answer so far, so I'm off to bed to dream of Elevators and Trains, hehehehe
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Re: Sub Worlds

Postby TheMagician » Sat Apr 24, 2010 1:43 am

I can only say thanks for your endurance and efforts.
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Re: Sub Worlds

Postby diafero » Sat Apr 24, 2010 4:06 am

On another note, IIRC Drizzle does not properly support subworld conversion. The only converted MOUL age that has a subworld is AhnonyMOUL, and I patched the code *not* to assign the physical to the subworld (there should be a warning about this in the Drizzle output if it actually happens), because otherwise, the game would crash upon link-in.
So, until Dustin can elaborate further, even if subworlds are correctly exported, they won't work in POTS after conversion.
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Re: Sub Worlds

Postby andylegate » Sat Apr 24, 2010 6:13 am

Right, the MOUL Teledahn after conversion crashed on me too, and I did see the errors during the conversion.

So, for right now anyway, we have no way to test and Age that has been built with Cyan's plugin, if it contains MOUL type Sub Worlds, as Drizzle can't convert it yet (I'll say yet, as I know Drizzle is always being updated).

In the mean time, if you plan on having something that requires a sub world, you'll have to build that part in Blender and export it as an additional prp file for the Age so you can test you're entire Age on Uru:CC


That or we need a Test Server using MOUL:a sever code, hehehehehehehe :lol: :lol: :lol: :lol:

Someone give Mark over at Cyan a hollar and tell him that yah, we've only had the plugin for, what? a month? But yah, we already need a test server with their server code.

:lol:
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Re: Sub Worlds

Postby Chacal » Sat Apr 24, 2010 6:45 am

Actually, we have told him that already.
We asked that they gave out server binaries before the plug-in sources.
I have servers waiting for those binaries.
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Re: Sub Worlds

Postby andylegate » Sat Apr 24, 2010 6:51 am

Chacal wrote:Actually, we have told him that already.
We asked that they gave out server binaries before the plug-in sources.
I have servers waiting for those binaries.



:lol:

Sorry, got a huge chuckle thinking: "Yay! I just finished my Age in Max, now I need to test it, I'm off to Chacal Land! *breaks into song* - "Ooooooooh, we're off to see the Chacal, the wonderful Chacal of Servers!....."

Sorry about that....I have a strange imagination sometimes....... :P
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