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Sky Transport: A work in progress...
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Submitted By -BluetoothBoy- on 11/05/23
Mars Explorer, -BluetoothBoy-, Community, Creations, New Worlds 
This Document originally posted in the "Mars Explorer" Group

This is a world I've been working on (although it is not done yet). As far as I know, it is (or will be) the biggest space ship Mars has ever known! To get an idea of the size of the ship, look at the Sky King in the pics for comparison. It can almost fit in the engine of the Sky Transport! (The Sky Transport was originally going to be MUCH larger; big enough to fit a Sky King in the lower hangar; but it was then too big. Up near the cab, I couldn't control the jet because of the high altitude, and in the lower hanger, it was hundreds of meters below 0! Besides, it took WAY too long to get from one end of the ship to another; even in a jet!) I will be adding to this world for a bit. This post will be updated.
Cab Area
Inside the cab; like the bump-mapping?Rear part of the shipInside lower hangar
 
BTW, the ship itself is blah now, but will have WAY more exciting features once complete.
 
P.S. Oh yeah, and Seb, if you see this post, thanks again for your awesome ships!
 
P.P.S. BTW, the other ships you see are my bro's; the large ones are Space Scorpions and the tiny ones are Space Scorpion Cruisers. All credit goes to him for those.
 

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>> Reply
Array Re: Sky Transport: A work in progress...
2011/05/23 - 18:29 GMT
(In Reply to Item)
Wow! Looks Great! I love your stuff BluetoothBoy!!!
>> Reply
Array Re: Sky Transport: A work in progress...
2011/05/23 - 18:30 GMT << In Reply to
Thanks!
>> Reply
Array Re: Sky Transport: A work in progress...
2011/05/23 - 20:27 GMT
(In Reply to Item)
Wow...it looks great!
 
But just warning everybody:
This world will be super laggy. I mean, even Gub's ship The Star Titan is really laggy and that's only slightly larger than the Sky King, no offense Gub, I know it is larger.
 
That's kinda obvious, but don't get your hopes up until we get some sort of anti-lag script in a usable mode. Take the Alpha One as an example...
 
So um, don't fill it with too much stuff. And to avoid lag as much as possible, don't put in any rigidbodies (I think that's what they're called...).
 
And you misspelled "Hangar". ;)
 
Good job.
 
I think I got my italics working... so YAY!
>> Reply
Array Re: Sky Transport: A work in progress...
2011/05/23 - 21:00 GMT << In Reply to
Thanks, Ender!
 
Easiest anti lag scripting solution (that I know of):
 
function OnBecameInvisible(){
renderer.enabled = false;
}
function OnBecameInvisible(){
renderer.enabled = true;
}
 
Attach this to every object and that should help! (Not sure how well it will work with networking...)
 
And yes, they are rigidbodies.
 
And thanks for catching my spelling error!
>> Reply
Array Re: Sky Transport: A work in progress...
2011/05/23 - 21:12 GMT << In Reply to
If that doesn't work with networking, and it might not, a good way to cut down on lag is to get your main mesh of the ship to work well with occlusion culling.
 
A good way to do that is to split up the mesh into different pieces, maybe in half, and have all of the high poly parts of the ship separate from the main mesh.
 
If you don't know what occlusion culling is, then read this unity help document thingy
 
You probably already know that, but just in case XD...
 
Gub
 
 
>> Reply
Array Re: Sky Transport: A work in progress...
2011/05/23 - 22:30 GMT << In Reply to
That won't reduce lag at all, unfortunately. Unity already has frustrum culling, meaning any object not visible by a game camera isn't rendered. What occulsion culling does is cull (remove) objects that are obsured by others (i.e. inside a room of a building, you wouldn't be able to see other rooms so they would be culled).
 
LOD mesh objects would be great in this situation - but unfortunately Whirld doesn't support scripting so that's out of the question.
>> Reply
Array Re: Sky Transport: A work in progress...
2011/05/23 - 23:01 GMT << In Reply to
Sorry, I got occlusion culling and frustum culling mixed up (again).
 
What I mean is instead of having your ship be only one mesh, divide it up so the frustum culling will do something and it can not render the half of the ship (or whatever you split it into) that isn't being viewed.
>> Reply
Array Re: Sky Transport: A work in progress...
2011/05/24 - 0:52 GMT << In Reply to
I was actually responding to Bluetooth boy's comment :P. You were right the first time about occlusion culling - you normally would split up meshes for occlusion instead of frustum culling. Splitting up the mesh does have it's setbacks, however, such as increasing the number of drawcalls. It's best to only split the mesh if it's large and easily dividable (i.e. rooms in a house or buildings in a city) or each part has a separate material already.


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