Ok. Now I found some crazy stuff to do I just didn't think possible. Eleon really gave us way more than we realized, and it will take time to digest all that is possible to do. I'll get back today with something very, very cool... @Taelyn : you guys rock !
Well I finished this today : That's just a SV laser gun the player can wear on his head... With a custom zoom view : More later. .
@Kassonnade How did you get the bullet to leave from the front? I have a block that is firing but the bullet is coming from some random direction
A block ? Give me more details on what you did. These "googles" I made are a "headprop", not a block or item.
ah ok, well I'm trying to make a different block for a manual fire CV weapon, (i thought this would be ok, because its not a turret and therefore requires no movement or targeting required) so I have make the block, it loads in game and i can fire it and it works fine. the only issue is the projectile comes from either the upper left or upper right and just flies past where I am targeting. I have set the block class to only face wepondir. the only thing i haven't done is set the size to be the same as the block (it came in game 90 degrees to what it was supposed to, but i have fixed that). couple more basic questions: 1) does the texturing have to be done in the CAD program? or do you do that in unity 2) I've followed the instruction for collision, but it doesn't seem to be working. 3) I cant seems to pick up the block with a multi tool, but I haven't set a template for it yet so I'm going to assume that's the issue, or the collision is playing a part with that.
Add a collider on the top object in the hierarchy. For something like a weapon, a box collider is probably fine. A simple cube should work. Then you'll be able to collide with, shoot, and multitool it. When you add a collider in unity, it shows up as a green cube when you have it selected. So just move and scale it to fit your model.
I do both the texturing and UV mapping in Blender, but you can do only the UV mapping part and apply materials in Unity if you want. I find it more practical to see how the textures/ lighting look like in Blender, because in Unity we don't have as much control on texture fiddling and adjustment. If a model is not UV mapped ( "unwrapped" ) then the textures/ materials will just apply everywhere on the model in Unity, and it will also show artefacts (stretched/ compressed pixels) in game.
ok, so I think my issue regarding textures would be I'm using fusion and just exporting the model file, I'm not a fan of modelling in blender . I haven't done any UV mapping before, so i think ill have to look into that, though for now i would just like some of the model to light up, and the rest can be a solid colour until i get better.
I made some short instructions for UV mapping in Blender in this thread : https://empyriononline.com/threads/...cks-items-decals-terrains-with-blender.96924/ Feel free to ask for tips here.
Can we have an example of the configs for Blocks.ecf? i̶ ̶s̶e̶e̶m̶ ̶t̶o̶ ̶b̶e̶ ̶h̶a̶v̶i̶n̶g̶ ̶t̶r̶o̶u̶b̶l̶e̶,̶ ̶e̶v̶e̶n̶ ̶t̶h̶o̶u̶g̶h̶ ̶i̶ ̶c̶o̶p̶i̶e̶d̶ ̶a̶n̶ ̶e̶x̶i̶s̶t̶i̶n̶g̶ ̶b̶l̶o̶c̶k̶ ̶a̶n̶d̶ ̶c̶h̶a̶n̶g̶e̶s̶ ̶t̶h̶e̶ ̶a̶p̶p̶r̶o̶p̶r̶i̶a̶t̶e̶ ̶p̶a̶r̶a̶m̶e̶t̶e̶r̶s̶ ̶ ̶E̶X̶C̶-̶ ̶S̶y̶s̶t̶e̶m̶.̶I̶n̶v̶a̶l̶i̶d̶C̶a̶s̶t̶E̶x̶c̶e̶p̶t̶i̶o̶n̶:̶ ̶S̶p̶e̶c̶i̶f̶i̶e̶d̶ ̶c̶a̶s̶t̶ ̶i̶s̶ ̶n̶o̶t̶ ̶v̶a̶l̶i̶d̶.̶ ̶a̶t̶ ̶A̶s̶s̶e̶m̶b̶l̶y̶-̶C̶S̶h̶a̶r̶p̶.̶D̶i̶s̶k̶D̶i̶c̶t̶i̶o̶n̶a̶r̶y̶T̶e̶m̶p̶l̶a̶t̶e̶E̶d̶i̶t̶o̶r̶.̶S̶o̶r̶t̶A̶c̶t̶i̶v̶a̶t̶o̶r̶ ̶(̶S̶y̶s̶t̶e̶m̶.̶S̶t̶r̶i̶n̶g̶ ̶)̶ ̶[̶0̶x̶0̶0̶0̶0̶c̶]̶ ̶i̶n̶ ̶<̶e̶c̶f̶f̶1̶d̶b̶b̶a̶e̶3̶7̶4̶e̶0̶a̶a̶b̶a̶c̶2̶5̶a̶a̶2̶b̶a̶d̶c̶7̶9̶d̶>̶:̶0̶ ̶ ̶a̶t̶ ̶A̶s̶s̶e̶m̶b̶l̶y̶-̶C̶S̶h̶a̶r̶p̶.̶D̶e̶p̶l̶o̶y̶m̶e̶n̶t̶H̶e̶l̶p̶e̶r̶.̶I̶n̶i̶t̶ ̶(̶)̶ ̶[̶0̶x̶0̶0̶d̶2̶a̶]̶ ̶i̶n̶ ̶<̶e̶c̶f̶f̶1̶d̶b̶b̶a̶e̶3̶7̶4̶e̶0̶a̶a̶b̶a̶c̶2̶5̶a̶a̶2̶b̶a̶d̶c̶7̶9̶d̶>̶:̶0̶ ̶a̶t̶ ̶A̶s̶s̶e̶m̶b̶l̶y̶-̶C̶S̶h̶a̶r̶p̶.̶N̶o̶d̶e̶H̶e̶l̶p̶e̶r̶.̶I̶n̶i̶t̶ ̶(̶)̶ ̶a̶t̶ ̶A̶s̶s̶e̶m̶b̶l̶y̶-̶C̶S̶h̶a̶r̶p̶.̶P̶r̶o̶j̶e̶c̶t̶M̶a̶n̶a̶g̶e̶r̶.̶D̶i̶s̶a̶b̶l̶e̶A̶c̶t̶i̶v̶i̶t̶y̶ ̶(̶A̶s̶s̶e̶m̶b̶l̶y̶-̶C̶S̶h̶a̶r̶p̶.̶S̶e̶l̶e̶c̶t̶i̶o̶n̶C̶o̶n̶t̶e̶x̶t̶T̶e̶m̶p̶l̶a̶t̶e̶E̶d̶i̶t̶o̶r̶+̶M̶e̶t̶h̶o̶d̶C̶o̶n̶t̶e̶x̶t̶T̶e̶m̶p̶l̶a̶t̶e̶E̶d̶i̶t̶o̶r̶ ̶)̶ ̶[̶0̶x̶0̶0̶b̶f̶e̶]̶ ̶i̶n̶ ̶<̶e̶c̶f̶f̶1̶d̶b̶b̶a̶e̶3̶7̶4̶e̶0̶a̶a̶b̶a̶c̶2̶5̶a̶a̶2̶b̶a̶d̶c̶7̶9̶d̶>̶:̶0̶ ̶ ̶a̶t̶ ̶A̶s̶s̶e̶m̶b̶l̶y̶-̶C̶S̶h̶a̶r̶p̶.̶P̶r̶o̶j̶e̶c̶t̶M̶a̶n̶a̶g̶e̶r̶.̶U̶n̶c̶h̶e̶c̶k̶C̶o̶n̶f̶i̶g̶ ̶(̶A̶s̶s̶e̶m̶b̶l̶y̶-̶C̶S̶h̶a̶r̶p̶.̶S̶e̶l̶e̶c̶t̶i̶o̶n̶C̶o̶n̶t̶e̶x̶t̶T̶e̶m̶p̶l̶a̶t̶e̶E̶d̶i̶t̶o̶r̶ ̶,̶ ̶S̶y̶s̶t̶e̶m̶.̶B̶o̶o̶l̶e̶a̶n̶ ̶)̶ ̶[̶0̶x̶0̶0̶0̶2̶5̶]̶ ̶i̶n̶ ̶<̶e̶c̶f̶f̶1̶d̶b̶b̶a̶e̶3̶7̶4̶e̶0̶a̶a̶b̶a̶c̶2̶5̶a̶a̶2̶b̶a̶d̶c̶7̶9̶d̶>̶:̶0̶ one thing is block names need to be one word, even in " " it messes up lots of stuff.... ah well only 72 hours figure out that one
I lost count of how much time I spent and how many "new game xxxxx" I deleted in Empyrion just trying and testing stuff : terrains, configs, scenarios, "test ships"... I still have in mind @imlarry425 's funny view on what we're doing here sometimes : " ... a dozen blind men fondling an elephant... " lol Even in 2021, paper and pen are still our best friends.
What you just said here ... I saw Furious Hellfire's* post on wanting the light properties on LCDs and said "wait- doesn't logic provide an RS flip-flop? I bet you could jigger that up using a delay signal only to hit the "no feedback allowed" thing. At some level not telling us how it works is right in line with the whole survival metaphor. *I tried to "@" FH's name and the embedded space is a problem ... I could try and figure out if a delimiter fixes that but this "figure it out yourself thing" is getting *way* to recursive meta for before noon!
Sometimes the brain can't break "the wall" and it only gets worse trying again and again. When I get to that point, I use a trick I discovered when learning music : try something really, genuinely difficult for a short while, then get back to "the wall" and suddenly it has become a thin curtain that I can gently push aside. Just like if we want to reach the moon, it's better to try to reach for the stars : the moon is just a tiny step in comparison. So... modeling can seem difficult depending on what we try to do, but then just try "weight painting" on a low poly model so it deforms smoothly and doesn't look like a twisted plank... If animated characters still look a bit stiff in games compared to CG movies, there's a simple reason for that : because games require "optimized" geometry (i.e as few polygons as possible) the "deformation" that occurs when animating is very difficult to dissimulate. Hence why most "fighting" characters all have these ridiculously big shoulders, among other things : it is the most difficult joint to make because it can move in a wide arc so the bad geometry will show quickly, and the best way to hide it is to make the joint much bigger relative to its motion range (or hide it under thick clothing). Or simply have the character keep his arms low. Or spend a week adjusting and testing. Or make another model. But making blocky devices and models after that is a breeze in comparison.
Is it possible now, to write our own fishing script, and also add our own scripted swimming fish models ? Just a thought after posting in the egs water thread.