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Option to turn a wall into rubbers


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#1 rascal

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Posted 06 September 2013 - 01:13 PM

It would be awesome if you could have a checkbox on walls that turns the wall into a rubber. Then you can just shape a wall as you need it, set the bottom and top hieght (thickness of the rubber), and it would convert from a solid wall to just the outside shape as a rubber. It would just use the control points of the wall to make the loop and then the bottom and top hieght of the wall would be the thickness of the rubber. If the bottom height is 25 and the top height is 35 then the thickness of the rubber would be 10. Maybe gray out the side image select, and use the top image select as the world texture for the rubber. It would make rubbers an easy thing to create.


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#2 fuzzel

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Posted 06 September 2013 - 09:09 PM

yes I thought about this too. It's not easy to add this because the code is quite messy ;) maybe later

#3 unclewilly

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Posted 07 September 2013 - 10:44 AM

Would it be possible to make a primitive for rubbers that is shapable.
I know blender has that one standard mesh, can't remember the name, but it looks like a round post rubber. And then just add control points to it for shaping like in fp.

You wouldn't need to make them colidable as we could still do the collision with invisible walls like we do now.

Not sure if this is a possibility or how hard it would be to implement. The shapable ones

Edited by unclewilly, 07 September 2013 - 10:45 AM.

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#4 fuzzel

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Posted 07 September 2013 - 11:33 AM

this is good idea, and you can do it with the latest revision too. Just create a rubber object in blender and import it ;)

#5 unclewilly

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Posted 07 September 2013 - 12:12 PM

My question would be though, could you make a primitive shapeable in the editor.
As the round ones would be perfect. But for stuff like sling rubbers it may be hard to model the right shapes. Although you could probably use a combination of the round model and a straight rounded model.

Hmmm.

I gues that means I need to figure out the uv mapping.

I'll play with this to see the possibilities

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#6 fuzzel

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Posted 07 September 2013 - 07:19 PM

My question would be though, could you make a primitive shapeable in the editor.

 

Nope sorry that's not possible at the moment. The editor is not designed for editing 3D mesh objects, it's all 2D. To add this feature you had to rewrite the complete editor from scratch :blink:



#7 rascal

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Posted 08 September 2013 - 12:15 PM

yes I thought about this too. It's not easy to add this because the code is quite messy ;) maybe later

Thanks for the quick reply, and you dev guys are doing a great job on these new additions in VP. Thank you for all you're doing.

 

The single wire ramp that Destruk added (for me actually) would also be great for making custom wire ramps and rubbers if it had anti-aliasing (edges are jaggy), allowed a texture to be wrapped, and also allowed the thickness to be changed. It would also be nice if the ramp would show in the editor as a wire with the thickness that you set, it would make it easer to shape to other objects. Maybe you could just take a quick look into that, that would be awesome. It is RampType1Wire in the ramp Colors & Formatting.

 

Would it be possible to add ramp height to each control point in a ramp? And then have a z-smooth check box in the control point right clicks (smooth the climb or drop between control points so that it is not just a straight incline or decline). Like for this 1 wire ramp, if I draw a straight wire and then add a center point, so now there are 3 control points, the 2 ends and the middle. When making the ramp I set the top and bottom to lets say 100, now I select the middle control point and set it's height to 50 and chose a z-smooth. I realize the editor is 2D and can't display this change, but when the table is played, this could make like a half circle wire ring. You could then copy that half ring and change the center control point to 150 and you would have a complete ring made of two 1 wire ramps. With some practice, this could be helpful in making things like wire VUKs.

 

This setting height at control points would be great for all ramps, it would allow the author the ability to make a ramp like the one in White Water very simple. So you would be controling the shape of the ramp, much like you are in X and Y, only without visuals until rendered.

 

See I don't ask too much do I? :dblthumb:


Edited by rascal, 08 September 2013 - 12:54 PM.

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