May 23, 2012, 01:59:04 AM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Please report any bugs or issues that you might be encountering with the Beta in the Support System so that we can better keep track of any oustanding issues that may come up.

GameCore Support System
 
   Home   Help Search Login Register  
Pages: [1]
  Print  
Author Topic: Swimming  (Read 1125 times)
tanner3000
Newbie
*
Posts: 7



View Profile
« on: July 09, 2009, 11:01:37 PM »

how do i make the player swim Huh
Logged
Merrie
Full Member
***
Posts: 149



View Profile
« Reply #1 on: July 10, 2009, 01:24:43 PM »

Well you have to have a character swimming animation, then the water has to be set for floating or boyancy, and the animation has to be set to go off when the player contacts the water/depth. This Im guessing needs to be done in script. Perhaps one of our talented scripters can give you a hand.

Also take a peek at this thread: http://www.gamecore3d.com/forums/index.php?topic=575.0
« Last Edit: July 10, 2009, 01:26:26 PM by Merrie » Logged

+---+---+----+----+----+----+----+----+----+----+----+----+
Vibe GameCore Training Graduate
3D Modeler - 3DS Max, AC3D, Gimp
GameCore Indie, Windows XP Media, Alienware Area 51 7500
Ransom
Full Member
***
Posts: 132



View Profile
« Reply #2 on: July 13, 2009, 12:57:03 PM »

Speaking of water, we should be able to flag any object as "water" instead of just using the terrain.  Or at least any cube-shaped object.  What if I want a swimming pool outside my penthouse at the top of a skyscraper?
Logged
Squat
Hero Member
*****
Posts: 592


View Profile
« Reply #3 on: July 13, 2009, 01:53:00 PM »

Can you add another terrain with its own water level?
Logged
Ransom
Full Member
***
Posts: 132



View Profile
« Reply #4 on: July 13, 2009, 03:01:37 PM »

Maybe.  But anytime I try to resize terrain the water shader ends up looking wacked, doesn't mess with the ground textures, just the water.

I think GC already has a flag for water physics.  They just need to expose that at the editor or at least opr level.  If you print out all the available scripting functions you can see there are three types of object detection - GEOM (mesh), PHYSICAL (collision/physics), and WATER.  I assume WATER is for the terrain water, so objects know how to interact with it, but it would be really cool if anything could be made to take on that "water" characteristic.
« Last Edit: July 13, 2009, 03:12:57 PM by Ransom » Logged
gekido
Guest
« Reply #5 on: July 17, 2009, 11:23:51 PM »

you should be able to resize terrains to be any size, small or large without problems - worst case simply re-apply the water shader to the water surface.  We have used small terrains for fountains and so on without problems - and technically if you are just looking for the visual appearance of water, you CAN apply the water surface template to any surface, terrain or otherwise.

Regarding bouyancy, you 'could' use the ForceInfluenceArea OPR property to define your own custom 'water' zone that props the player up.  All Bouyancy does is basically push the player up towards the surface, however this wouldn't work quite as well as a proper water flag like you suggested.

We've discussed doing something similar, and will probably end up adding something like this - on my list of things to do is being able to use the Road system for rivers & streams and so on, and this would require something similar as well.
Logged
pixel_legolas
Hero Member
*****
Posts: 786


View Profile
« Reply #6 on: July 18, 2009, 08:22:16 AM »

what happens to the "Under water shader" script if you have a small terrain in a pool? wouldnt that mean that if you jump down the scyscraper the character is technically under the water surface and thus the shader kicks in`? Or is it when the water level is actually "touching" the camera? In unreal if i remember correctly you had a cube that you placed in the pool and as soon as you enter the cube the underwater thingy kicks in
Logged
Squat
Hero Member
*****
Posts: 592


View Profile
« Reply #7 on: July 18, 2009, 01:36:29 PM »

I would definitely use a cube (input area) to control water behavior on other bodies of water than the terrain's. There's simply no other viable option considering input areas are the sweetest thing since sliced egg. Also, I find it important to cover teh notion of being able to swim IN the water, not just on top of it. I like diving and flying around like I'm in outerspace while I'm swimming. With that, you can't just merely detect if you're at the surface. You can't just detect that you're under a water plane either, because of a roof-top pool situation. I think we can use a force influence area aswell, but that would probably want to be tied into an input area. I'm interested to see how this pans out.
Logged
Creator
Newbie
*
Posts: 2



View Profile
« Reply #8 on: April 05, 2011, 10:12:42 PM »

Well you have to have a character swimming animation, then the water has to be set for floating or boyancy, and the animation has to be set to go off when the player contacts the water/depth. This Im guessing needs to be done in script. Perhaps one of our talented scripters can give you a hand.

Also take a peek at this thread: http://www.gamecore3d.com/forums/index.php?topic=575.0

Where do we get the character swimming animation from?
Logged
Pages: [1]
  Print  
 
Jump to:  

 
Powered by MySQL Powered by PHP bluBlur Skin © 2006, hbSkins
Powered by SMF 1.1.14 | SMF © 2006-2011, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!