Sub Worlds

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Re: Sub Worlds

Postby andylegate » Tue May 11, 2010 4:44 am

Sent you an updated version of my Age via email (I had forgotten to add the Subworld Physical to the exit region).
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Re: Sub Worlds

Postby andylegate » Wed May 12, 2010 7:57 pm

Outstanding news! Subworlds work! :D

Between Dustin, Agent and Me, we got it to work, building it in Max, exporting from Max, converting with Drizzle, and working in Uru:CC

Apparently each of us were holding a key, and when Dustin got each of our keys put together, he figured it out! Bravo!

I'm going to make a tutorial for it some time tomorrow, however, here is a quote from Dustin's email to me and Agent:

Create a dummy named "Subworld" and attached a Physics->Subworld component to it.
Created a plane and made it a collider, and linked it to the Subworld dummy.
Created a box for the avatar to enter into to trigger entering the subworld. I attached a Physics->SubworldRegion to it, and pointed this component to the Dummy. This box shouldn't be linked to the Subworld dummy, because it does not belong in the subworld.
Do *not* attach the Subworld component to the things that go into the subworld. This angers 3dsmax :P Instead simply link it to the Subworld dummy.
And that's it!


A little bit of explanation here: When Dustin says "Link" your collider(s) or your Exit Region to the Subworld Dummy (empty), he means you use the Link tool in Max that you use to link a child object to a parent object.

Drizzle did give me warnings that the PhysX components in my Age don't exist for pots, but we knew that. Still it seemed to convert just fine. The only problem I had, was that when I activated my elevator platform, I rode half way up, and suddenly my avatar slipped halfway through the collider, and then stuck there for a second, and fell through. When I tried a second time, when he slipped, I jumped a few times up and down and that seemed to get me back up, :P I'm wondering if I made the platform move up too quickly (but then I remember how fast the elevator in Kadish moves.....). I'll have to look into that.

But yay, this is great! Thanks for your help Dustin and Agent!! I'm glad you guys got it figured out!
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Re: Sub Worlds

Postby ddb174 » Thu May 13, 2010 12:11 am

It requires Drizzle25 though, which should be released in the not-too-distant-future. Thanks for all your help Andy!
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Re: Sub Worlds

Postby Agenotfound » Thu May 13, 2010 2:39 am

ddb174 wrote:"which should be released in the not-too-distant-future."


"Valve" kind of "not-too-distant-future" or "normal" kind of "not-too-distant-future" ? (Steam has just been released on mac yesterday, I'm trying to get used to the "company culture" :D )

Anyway Thank you again Dustin and Andy !
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Re: Sub Worlds

Postby diafero » Thu May 13, 2010 7:35 am

"Valve" kind of "not-too-distant-future" or "normal" kind of "not-too-distant-future" ? (Steam has just been released on mac yesterday, I'm trying to get used to the "company culture" :D )
And it has been announced for Linux, yeah! :D

Great work guys. Dustin, did this shed any light on the AhnonayMOUL crash?
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Re: Sub Worlds

Postby andylegate » Thu May 13, 2010 7:50 am

Here's the tutorial for it:

http://www.guildofmaintainers.org/Forum ... 154&t=1690

Again though: won't work until Drizzle 25 is out, but at least people will be ready for it, heh. :D
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Re: Sub Worlds

Postby ddb174 » Thu May 13, 2010 9:47 am

Yeah, the AhnonayMoul crash is now understood. I haven't tried linking there since the changes though. (There is a physics object in AhnonayMOUL with a subworld, and that subworld is set to a plSceneObject, and Drizzle now changes that amongst other things.)

Thanks for the tutorial Andy! I've sent you the current working version of Drizzle25, so that you can try out any subworld stuff you want.
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Re: Sub Worlds

Postby andylegate » Sat May 15, 2010 7:51 pm

I'm afraid I'll have to be changing my Subworlds tutorial, as it is wrong.

We discovered that while, yes, doing it the way I show will allow you to collide with objects that are in Subworld, if you then apply animations to those objects, you'll have an error during export. It's the physics component, you have to remove it. But if you do that, you of course won't be able to collide with them (in or out of subworld).

Turns out, in order to ride an object that is in Subworld.....you have to animate the subworld dummy (empty).....NOT your objects. By linking the objects to the subworld dummy, they will automatically animate with the subworld, however it is the subworld dummy itself that you animate.

This means you will have to do some serious planning in some cases. Like for an elevator, you would not put your Exit Subworld region at the top (or bottom) of the area where you exit the elevator platform. Instead, the region must start out where the elevator platform is. This is because you must link your exit region to your subworld dummy, and as the dummy moves up (or down) so will your exit region.

This actually makes a lot of sense if you look at things in Uru, and with some of the prp's imported into Blender. The elevator's that are controlled with buttons. Where are those buttons? Why IN the elevator with you of course (Teledahn.....the Er'cana Bakery elevator platform.....the hopper car in Er'cana...the lever that you use to ride the hopper car is ON the hopper car).

So keep this in mind when you go to do it. I'll be changing my tutorial to reflect all this.
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Re: Sub Worlds

Postby Karkadann » Tue Nov 09, 2010 12:50 pm

Any updates on how to allow an AV to walk up a wall for my Relativity age.


Odd Note

I have noticed that if the Dummy I use as a start point is not positioned properly I end up linking in at a 90 degree angle and facing the floor. I often wondered If I can use that somehow to produce the three planes I need to work with
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Re: Sub Worlds

Postby diafero » Wed Nov 10, 2010 1:21 am

You could, but that would require spawning. If you "/spawn" often enough in Gahreesen, you can find a spawn point where this hapenned ;-)
But I doubt you will get any reasonably "smooth" transition using this technique.
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