Sub Worlds

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Re: Sub Worlds

Postby Jojon » Wed Nov 10, 2010 9:37 am

It never became clear to me how you intend the transitions between reference planes to work.

Are you supposed to be able to visibly walk directly from a "floor" to a "wall"?

Is the camera supposed to rotate with you, when you do?


If switching orientation is only to take place through somthing like walking into an opening and coming out through another, a respawning/warping trick, such as you mention, should do the job perfectly.
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Re: Sub Worlds

Postby Karkadann » Wed Nov 10, 2010 11:39 am

I think the easiest way to start I think would be to produce the three plans the Av would be walking on. the Z plane the X plane and the Y plane all in one place thats the first part I would like to accomplish. moving from one plane to the next, I can figure out later. and It would be nice to have the cameras rotating with you but if they don't that would not be a problem

or perhaps three separate planes and three spots where you can go from one plane to the next. so you can walk all over the z plane find the spot and move from the z plane to the x plane.


If switching orientation is only to take place through somthing like walking into an opening and coming out through another, a respawning/warping trick, such as you mention, should do the job perfectly.


Being a bit ignorant on some of the technical end...............if it works Im game but Im not sure what your talking about
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Re: Sub Worlds

Postby diafero » Wed Nov 10, 2010 1:12 pm

He talks about the trick used in Gahreesen: When you enter the elevator, in the moment the "video" sequence is cut from the lower to the upper view, you are warped some 1000 units through the age. The same happens in that "entrance chamber" for the 2nd building.
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Re: Sub Worlds

Postby Karkadann » Wed Nov 10, 2010 1:51 pm

I often wondered why fly mode could never get me to the top of the roof in that age. :lol:

any way what I had in mind here is basically what you see in the drawing with AV's on all three planes (a multiplayer version) being able to see one another, but not being able to make the transition from one plane to the next with out finding the specific spot designed for the transition from z to y, or y to x ext ext. perhaps a few linking book that would link you from one part of the age to the next if nothing else.
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Re: Sub Worlds

Postby Jojon » Wed Nov 10, 2010 3:43 pm

Aha, so there are to be a limited number of places where you can make the transition; "puzzle keys" as it were...

Method as of yet undecided, then?

So; the Gahreesen approach, as explained by diafero, basically comes down to making the transition out of view: cut to non-avatar camera -> avatar walks out of sight -> reposition ("warp") it -> cut to different camera -> avatar re-enters.

If you use link-in points and respawning, either with a mechanism, such as the above, or using a set of linking books in a companion age, you have no need for subworlds: you use the same collision geometry for all planes and just orient the different link-in points as desired, in the manner you discovered.

Cameras will still use the world coordinate system, meaning "up" to them will always be the same direction, relative to the room, regardless of what is "up" to *you*, but this can be worked around, by setting the "animated" flag for any custom-rotated avatar camera of yours -- that will restrain its desire to level with the horizon.

You may still want to do it with subworlds instead, however, since that would let you have separate collision meshes for each plane, allowing you to create invisible walls, restricting freedom of movement in one plane, while not affecting the others. You may, or may not, find this useful.


Now, if you can figure out a good explanation for why some parts of the room, but not others, would allow you to make the transitions without exiting, it would be really neat to see them made smoothly in full view, which I believe you should be very much able to do, yourself, given that you (I believe..?) are using 3DS (...and thus have tools to create custom avatar animations).
Something like simply walking up to a wall, placing one foot onto it and stepping right over - that should look really neat, I think. :)
It might be do-able with some vanilla uru anims too, I believe (like jumping straight up, or simply walking, with some rotation added, through python), but not quite as pretty.

I don't know what you might have in mind for such an explanation... maybe some interdimensional rift lurking in a few select corners, perhaps with som sort of visual effect that fades into view when you walk close.


To veer slightly off target: has anybody converted the avatar anim max file, that we got from Chogon, so that we blenderites may play around with it, even if we can not yet export? :7
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Re: Sub Worlds

Postby diafero » Thu Nov 11, 2010 8:55 am

You will need subworlds even if you use the spawn point trick: While this allows you to rotate the avatar, it does not rotate gravity. So, in the extreme case of rotating by 180° degree, the avatar will walk head-down - but you can still walk and jump as usually, just with the avatar looking a bit weird doing so ;-) . So you still need subworlds to change gravity.
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Re: Sub Worlds

Postby Wamduskasapa » Thu Nov 11, 2010 9:45 am

OH-Boy

It sounds as if we will soon be walking the worlds of Salvador Dalí and Yves Tanguy..
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Re: Sub Worlds

Postby Karkadann » Thu Nov 11, 2010 10:22 am

diafero wrote:You will need subworlds even if you use the spawn point trick: While this allows you to rotate the avatar, it does not rotate gravity. So, in the extreme case of rotating by 180° degree, the avatar will walk head-down - but you can still walk and jump as usually, just with the avatar looking a bit weird doing so ;-) . So you still need subworlds to change gravity.


Does any one have a simple tutorial to change the gravity in subworlds, one so the AV can walk on the X plane and one for the Y plane. Pleeeeeeeeaaase
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Re: Sub Worlds

Postby Jojon » Thu Nov 11, 2010 12:37 pm

Thanks for setting me straight, diafero! Dang, I could have sworn someone said... :P

@Karkadann: Just orient the dummy objects that represent your subworlds appropriately -- as soon as you enter one of the subworlds, you will snap to its rotation (you are effectively made a child object of the subworld one, so your coordinates are now relative to it, rather than to the world directly (disclaimer: maybe not literally - I don't know -- could be on a less fundamental level... Either way; for most uses, we don't really need to know exactly how it's done beneath the hood, I suppose... :P).
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Re: Sub Worlds

Postby Karkadann » Thu Nov 11, 2010 5:00 pm

OK I got half of it figured out but when I walk in to the sub region and turn 90 degrees I fall right threw the wall which should be the floor
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