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Re: Funfair Simulation [Re: Dreher] #259856
04/08/09 00:41
04/08/09 00:41
Joined: Jul 2008
Posts: 170
Germany, near Mainz
Nicotin Offline
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Nicotin  Offline
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Joined: Jul 2008
Posts: 170
Germany, near Mainz
You just have to copy mine code into the script editor. Then save is as "main.c" or whatever.c you like. Then convert your models into ".mdl" and copy them into the same dir as the main.c. And rename them to "car.mdl" and "platform.mdl" then just run the script



Re: Funfair Simulation [Re: Nicotin] #259861
04/08/09 01:03
04/08/09 01:03
Joined: Apr 2009
Posts: 113
Netherlands
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Dreher Offline OP
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Ok that's clear.

Do I have to run the script within script editor, or within model editor? laugh


A7 7.77
Re: Funfair Simulation [Re: Dreher] #259862
04/08/09 01:08
04/08/09 01:08
Joined: Jul 2008
Posts: 170
Germany, near Mainz
Nicotin Offline
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Nicotin  Offline
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Posts: 170
Germany, near Mainz
In the script editor smile



Re: Funfair Simulation [Re: Nicotin] #259866
04/08/09 01:51
04/08/09 01:51
Joined: Apr 2009
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Dreher Offline OP
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Got the main part to rotate, now I've gotta get the 4 cars to be .mdl and stuff

Also gravity involved but we should take it easy, and I've gotta learn doing this myself aswell instead of taking code of other people!


A7 7.77
Re: Funfair Simulation [Re: Dreher] #259895
04/08/09 06:51
04/08/09 06:51
Joined: Oct 2006
Posts: 175
G
Gumby22don Offline
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Posts: 175
You need to create "Objects" that have an Action attached to them, in Nic's code, the action is platform_action(), and it serves to rotate the object it is attached to, referred to within that code as "me" or "my".

The code also creates 4 "car" entities around the rotating main model, which are placed by the code, so don't need to be put in in WED - just place the main circle, and attach the Action, with the Properties (bottom left of WED - select the object, find Behaviour, then use the Open icon for the action to use.)

You assign a Script file to the world, in WED under File-Map Properties -> Script, and then actions in that Script file will be accessible to objects in WED.

Have fun, and if you need help, PM me - I'd be very interested in this sort of project. I use sketchup alot and am thinking of setting up a "simple" procedural town generator with sketchup models.

edit - oops, didn't see the second page - you might be past this advice.

Don
have a great day

Last edited by Gumby22don; 04/08/09 06:52.
Re: Funfair Simulation [Re: Gumby22don] #259989
04/08/09 13:29
04/08/09 13:29
Joined: Apr 2009
Posts: 113
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Dreher Offline OP
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I got this part working too now!

Main part is rotating, even though it doesn't rotate correctly.

The main part is now rotating as if it is horizontally, but it's standing like 12 degrees upwards?! (Not sure how to explain this one^^)

Other then that, we've got alot more to do, but first I would have to start getting to know HOW to use all of these script commands which can be found in the online manual (i guess?) smile


A7 7.77
Re: Funfair Simulation [Re: Dreher] #259994
04/08/09 13:40
04/08/09 13:40
Joined: Jul 2008
Posts: 170
Germany, near Mainz
Nicotin Offline
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Nicotin  Offline
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Joined: Jul 2008
Posts: 170
Germany, near Mainz
Yeah I know that it is only a little bit of the same work. But these are all commands you need to know to make the same thing. If you want I still can help you with that



Re: Funfair Simulation [Re: Nicotin] #259996
04/08/09 13:47
04/08/09 13:47
Joined: Apr 2009
Posts: 113
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Dreher Offline OP
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Well,

Next part is getting the main part to rotate like in the sketchup movie, you can see it doesn't stand horizontally, then also the the cars schould stick to the 2 small black rotating parts etc etc.. ALOT of work probably lol ><


A7 7.77
Re: Funfair Simulation [Re: Dreher] #260203
04/09/09 12:35
04/09/09 12:35
Joined: Jul 2007
Posts: 53
Germany
Henning Offline
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Henning  Offline
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Posts: 53
Germany
Hi Dreher,

it is a lot of work! First you need to rotate the main wheel which is best done by the new command vec_rotateaxis (VECTOR* vDir,VECTOR* vAxis,var angle), because you can get the 12 deg off vertical easily. Next you have to rotate the satellites (black parts) at a certain relation to the main rotation. This relation of rotation speeds is fixed. And last you need to implement the cars and their inclined axis using the 3DGS Physics Functions, because they have no forced movement, they are accelerated by inertia of mass. Position of center of gravity is critical. Do not take the real mass in kg, Physics does not like mass > 60 approximately. Sorry, it is too much to just write the software for you.

Nice task
Henning
(former head of predevelopment at HUSS Maschinenfabrik, maker of BreakDancer)

Re: Funfair Simulation [Re: Henning] #260216
04/09/09 14:29
04/09/09 14:29
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Dreher Offline OP
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Lol, a husser here heh.. haha ^

What I want to make is Dreher's Break Dancer No.2

But I'd need to get this script done of course.

I know a guy that scripts gravity too (He made a Monster 3 simulation, properly simulated) but he says you'd need to let the main platform (main wheel as you say) to also rotate with physics, otherwise the gondelas (cars) won't work with physics??

Either he's doing something wrong, or.. ^^


A7 7.77
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