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"Unofficial" Whirld 3 Preview
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As promised!
Submitted By admin on 10/02/13
Mars Explorer, admin, Official, coding, unity 
This Document originally posted in the "Mars Explorer" Group

For those of you interested in developing Mars Explorer worlds - or even your own complete Unity games - I have just finished a preview of Whirld 3 that you might want to check out:
 
 
 
 
The Whirld preview is distributed as a Unity Asset Package - which can be imported into a blank Unity project, or a project which already contains a previous version of the library (in which case each file will be updated as necessary if it has changed in the newer release).
 
 
This is NOT the official Whirld 3 release, and it is nowhere near complete. The final, official release will include much more - possibly even full integration with a Whirld bundling webservice depending on how my negotiations with Unity go. For now, worlds you create that incorporate this package will still need to be sent to me for bundling - but by following the best practices exemplified by the worlds included in this package, you can make my job much easier.
 
Here's a list of several of the features included in this package:
  • Complete physics for latest buggy and jet, and the ability to switch between them while exploring your worlds!
  • Dedicated "Controller" that provides quick access to all scenes defined in Unity's "Build Settings" window. Create your own scene, add it to the build settings, and you are ready to explore it!
  • Complete scenes included - with all source assets - for Foxholes, Levitashia, and Seb's Sky King!
  • Full source for the latest Whirld library in Mars Explorer 2.22. (No documentation yet, so it won't be too useful to anyone but perhaps Flynn :)
  • Dedicated Whirld "Resources", including the super cool new Sea object introduced in Mars Explorer 2. Check out the Foxholes world to learn how to use it in conjunction with terrain that is automatically textured with a seafloor on any submerged areas.
  • Sample world demonstrating the use of the new animation editor in Unity 2.6. Your worlds can now contain sliding doors, moving spaceships, and more!
 
Happy Coding,
 
-Aubrey

>> Reply
Array Re:
2010/02/13 - 2:07 GMT
(In Reply to Item)
Thanks, Aubrey!
>> Reply
Array Re:
2010/02/13 - 2:09 GMT
(In Reply to Item)
Yaaay!
 
Hup hup harrah!!!!
 
:D :D :D :D
 
Fiiinally!!!
 
 
I'll have to look around to see if this preview is complete enough to support full creation of the world creator, but yaaay!!!!!!
 
 
Thank you thank you thankssss you!!!
>> Reply
Array Re:
2010/02/13 - 3:17 GMT << In Reply to
You're welcome!
 
/Whirld/Editor/WhirldOut.js contains most of my world exporting logic. It won't quite work as-is at the moment, because I haven't finished moving all my Whirld 2 export code into Whirld 3.
 
In Whirld 3, there are two different exporting modes: "Open", and "Bundle".
 
"Bundle" stores advanced scene assets such as meshes and terrains inside Unity proprietary AssetBundles, is highly effecient, and requires Unity Pro in order to create the AssetBundles. "Bundle" mode is the core of all the new detailed worlds constantly becoming available to play in Mars Explorer, which is why everyone has to send their worlds to me for publishing at the moment. "Bundle" mode is fully implemented, and should be able to perfectly save any world as long as it is run in Unity Pro.
 
"Open" uses my own proprietery code and formats to save meshes and terrains, and it was the core of Whirld 2. It is still highly useful for worlds composed of defined resources (such as blocks), and in scenarios where you need to package a world but do not have access to Unity Pro.
 
Here's a link to my Whirld 2 code - you can reference it if there is a feature you need that isn't yet included in Whirld 3:
 
Check out the "Save()" function in Whirld 2 - it should be just what you need to export worlds made of blocks and other resources, as well as simple terrains (no vegitation, etc - highly detailed terrains are best left to Bundle worlds where they are much faster and more effecient).
 
In the final Whirld 3 release, I plan to have both Open and Bundle mode fully implemented (and also hope to have a "web service" mode which will send your world to my server running Unity Pro to be bundled there).
 
Please let me know if anything still isn't clear, I'll do my best to answer :)
>> Reply
Array Re:
2010/02/13 - 3:30 GMT << In Reply to
Everything makes sense!
 
I'll send any questions.
 
Thanks again!
>> Reply
Array Re:
2010/02/13 - 4:41 GMT << In Reply to
Actually, one questions...
 
Where exactly do I place this code?
>> Reply
Array Re:
2010/02/13 - 5:05 GMT << In Reply to
The Whirld 2 code?
 
You don't need all of it - you can just copy the Save() and Save(trobj : Transform) functions into your World Creator's main codebase and call them as needed. You might want to trim them down to only the types of assets you will need to save.
 
When the final Whirld 3 is released, you should be able to simply call WhirldOut.Save() and be good to go :)
>> Reply
Array Re:
2010/02/13 - 6:13 GMT << In Reply to
I see now.

I have created a simple terrain in Unity, however when trying to export in Open mode, all that is given is a .UTW file

In other words, I need to know what the requirements, and instructions for successful exportation are.
>> Reply
Array Re:
2010/02/13 - 6:32 GMT << In Reply to
"Open" mode is not working yet.
 
If you want to export terrains before I finish the Whirld 3 library, you will need to copy the relevant code from Whirld 2 as per the info in my previous comments.
 
It will take some work - it might be easier to just wait a bit longer for the official release unless you are feeling particularly adventerous :)
>> Reply
Array Re:
2010/02/13 - 7:35 GMT << In Reply to
The World Creator is my thing, not so much the Whirld project. I'll wait a bit longer. Any ESTD?
>> Reply
Array Re:
2010/02/13 - 8:27 GMT << In Reply to
No - not ATM.
 
If you are focusing primarily on block worlds and simple terrains, It shouldn't be too hard to get the exporter finalized...
I may be able to release it in another update before the official release.
>> Reply
Array Re:
2010/02/13 - 9:05 GMT << In Reply to
Well my main goals are terrains, and blocks. Priority two would be meshes, then would come mesh texturing, and finally scripting. It is obvious that scripting is a bundled-only kind of thing. Meshes, along with mesh texturing WERE displayed before the bundling system, so that should be ok....

In other words, Whirld 2 sounds like it has everything I need for a full world creator release, other than scripting . Scripting being only one feature, it shouldn't be too hatd to add it as a second release. As for more complex terrains, using trees and such, I never planned on it amyhow. However as I think about it, it IS a good idea to include trees. However, as the terrain part of world creation isn't too integrated into anything else, it could also be a second-release sort of thing.

In short, in order to serve my needs, the Whirld project must support:
terrains
- terrain texturing
meshes
-mesh texturing
blocks.

Then again, if using meshes, I don't even need blocks anyhow. ;)
>> Reply
Array Re:
2010/02/13 - 15:22 GMT << In Reply to
Um, what are meshes?  'Cause I'm kinda used to using blocks.  Plus, if you get rid of blocks, then your new creator wouldn't be compatible with all the worlds people made using the old creator.  My suggestion is to use meshes (whatever they are) AND use blocks.  And the terrain sounds awesome!  It'll add a whole new dynamic to block worlds!  Can't wait!
>> Reply
Array Re:
2010/02/13 - 18:25 GMT << In Reply to
Blocks are in technicality meshes. ;)
 
Asides, I was joking.
>> Reply
Array Re:
2010/02/13 - 18:53 GMT << In Reply to
Ahh, okay.
>> Reply
Array Re:
2010/02/13 - 2:51 GMT
(In Reply to Item)
yay!!!! although i have now idea how to use it.  :P lol   
>> Reply
Array Re:
2010/02/13 - 3:00 GMT
(In Reply to Item)
It's HERE! IT's HERE YES THANK YOU AUBREY!!!
>> Reply
Array Re:
2010/02/13 - 4:37 GMT
(In Reply to Item)
This is great, the old project never seemed to work for me, but this one is great.
 
Thanks.
>> Reply
Array Re:
2010/02/13 - 15:18 GMT
(In Reply to Item)
Sigh... It's way to big for my download speed. Average of 100 kbs means 3 - 6 hours of download. grr....
 
Whatever, i'll just keep with the old project... It looks like it would be good though.
>> Reply
Array Re:
2010/02/13 - 21:17 GMT
(In Reply to Item)
Is this Windows compatible?
I'm having major issues getting the whole project, even with Zip Genius..
 
 
>> Reply
Array Re:
2010/02/14 - 6:40 GMT << In Reply to
It certainly should be!
 
Could another Windows user let me know if they were able to unarchive the project, and what process they used?
 
Please make sure the filesize you have is 45.5 MB - If it isn't, the file was certainly corrupted during download (and also may have been even if the size matches correctly.
>> Reply
Array Re:
2010/02/14 - 6:54 GMT << In Reply to
Found the issue,
 
For some reason, I'm getting a  43.37 MB Filesize instead of a 45.5.
Could that possibly explain my troubles?
 
Here is what I get when I download into Zip Genius and then extract all the files to my desktop.
 
 
 
You're probably getting sick of me finding all these little bugs On Plexpedia and Mars by now aren't you? :-)
>> Reply
Array Re:
2010/02/15 - 19:06 GMT << In Reply to
The new version should "just work" - please let me know if you are still experiencing any difficulties.
>> Reply
Array Re: "Unofficial" Whirld 3 Preview
2010/02/14 - 3:34 GMT
(In Reply to Item)
this may be a stupid question, but how do you even start building, i click a bunch of files and all i get is, choose application to open, so which one do i use to open it?
>> Reply
Array Re:
2010/02/14 - 14:34 GMT << In Reply to
Do you have unity? If so, upload the package into unity. I think...
>> Reply
Array Re:
2010/02/15 - 19:05 GMT
(In Reply to Item)
New version just released!
 
Includes an enhanced physics system to prevent wall punchthroughs, and a sample scene to demonstrate Unity's animation editor.
 
The Whirld release is now also distributed as an Asset Package instead of a complete Unity project folder, which should make it much easier to upgrade projects that you have already been working on and also eliminate confusion on zip archives and the like.
 
Have fun!
 
-Aubrey
 
 
>> Reply
Array Re:
2010/02/15 - 22:32 GMT
(In Reply to Item)
I am still experiencing "Punchthroughs" at higher speeds, although it seems to be mostly fixed. However, when I ride in the animated transporter, it is chaos because it moves at higher speeds. Bottom line: Don't make anything that moves, and the buggy can go in. Yet. ;)
>> Reply
Array Re:
2010/02/16 - 0:18 GMT << In Reply to
Could you send me your latest project?
I'll see if there is anything that can be done to work around the situation.
>> Reply
Array Re:
2010/02/16 - 3:54 GMT
(In Reply to Item)
Do you need unity to run this?
>> Reply
Array Re:
2010/02/16 - 13:36 GMT << In Reply to
Yes you do Dray.
It can be downloaded here for free, enjoy.
>> Reply
Array Re:
2010/02/17 - 4:48 GMT
(In Reply to Item)
Thanks Aubrey! I can finally finish the Cheese islands! The lifts will be up and running shortly after I finish my Home work and do some converting for some people! Sorry for the wait!
 
Super Cheese
>> Reply
Array Re:
Yay!
>> Reply
Array Re:
2010/02/18 - 20:00 GMT
(In Reply to Item)
hey super cheese, I was making a level of draysland,
 
Island 1
 
When I remembered that you already made an island map :P
 
Would it be a problem if I did too?
 
if it helps, this is an earth level XD
>> Reply
Array Re:
Well, you sure can! I don't own the rights to island maps! And my map has been in production hell for... four of five months!
 
Super Cheese
>> Reply
Array Re:
2010/03/01 - 2:11 GMT
(In Reply to Item)
BAM!!!
>> Reply
Array Re:
2010/03/09 - 22:54 GMT
(In Reply to Item)
I can't get it to work.  It says that it is not compatible with Windows, and that I don't have some sort of Blender thing.  I probably have to download that Blender thing, but the non-compatibility is something I can't do.  Just saying.
 
-LittleDoug
>> Reply
Array Re:
2010/03/11 - 18:11 GMT
(In Reply to Item)
Aubrey, thanks for your janitorial work on the forum last night!
>> Reply
Array Re:
2010/05/15 - 17:00 GMT
(In Reply to Item)
BAM!
 
With all the people hovering around w/ new worlds and no idea how to test them, I thought this should come back up.
>> Reply
Array Re:
2010/05/15 - 17:23 GMT
(In Reply to Item)
Cheers Aubrey. 
>> Reply
Array Re:
2010/05/29 - 23:11 GMT
(In Reply to Item)
When will the Whirld 3 officially come out?
>> Reply
Array Re:
i bet you're tired of hearing this lol
 
But likely with syn3h and unity 3
>> Reply
Array Re:
2010/05/30 - 12:00 GMT
(In Reply to Item)
This is really cool Aubrey!
 
P.S. Did you get my e-mail?
>> Reply
Array Re:
2010/06/03 - 0:21 GMT
(In Reply to Item)
This already needs another BAM! it seems
>> Reply
Array Re:
2010/06/03 - 0:34 GMT
(In Reply to Item)
one small problem (for me) when I downloaded unity and found it it lokks like thisZERO KB!!!!!       0_0
>> Reply
Array Re:
2010/09/24 - 2:18 GMT
(In Reply to Item)
*Cough* Bam. *Cough*
>> Reply
Array Re:
2010/09/24 - 2:45 GMT
(In Reply to Item)
BAM
>> Reply
Array Re:
2010/09/29 - 18:59 GMT
(In Reply to Item)
Hey Aubrey, is it possible to fix it to work with Unity 3, because when you try to play anything from the Whrild file, it says there are component errors.
>> Reply
Array Re:
2010/10/01 - 9:06 GMT << In Reply to
I don't think so. I tried, and failed. My trying, and failing doesn't mean that it won't work, of course. However, I theorize that Unity 3 and Unity 2 asset bundles are.. Different. Thus, they are incompatible.
>> Reply
Array Re:
2011/02/06 - 20:45 GMT
(In Reply to Item)
Cool!  You should use dropbox instead of mediafire.  I tried mediafire first and although it is a little bit more annoying, dropbox gives a better end result.
>> Reply
Array Re:
2011/02/08 - 23:11 GMT
(In Reply to Item)
WHIRLD 4!!
>> Reply
Array Re:
2011/02/09 - 0:54 GMT
(In Reply to Item)
Thanks a lot!
>> Reply
Array How do you open the worlds you created on Mars Explorer?
2011/03/06 - 20:43 GMT
(In Reply to Item)
>> Reply
Array Re:
2011/03/12 - 23:57 GMT
(In Reply to Item)
I am having trouble with it.  I don't think I am using it correctly because I keep getting Unity errors on certain Whirld files, and when i delete them I get errors on other files, and when I delete those...
 
Also, I cannot figure out how to export using whirld.
>> Reply
Array Re: Whirld 3 Preview
2011/03/13 - 2:46 GMT
(In Reply to Item)
Resolved so that people won't use the old version of Whirld instead of the new version (Whirld 4).
>> Reply
Array Re:
2011/06/24 - 4:32 GMT
(In Reply to Item)
Whirld 5 FTW! 
And then which ever version is the latest and stable...
>> Reply
Array Re:
2011/12/02 - 22:45 GMT
(In Reply to Item)
BAM!!!!!!!!!!!!!, I feel good *nuh nuh nuh nuh nuh nuh nuh nuh* Better then i should *nuh nuh nuh nuh nuh nuh nuh nuh* So good *nuh nuh nuh nuh nuh nuh nuh nuh* Better then i should *nuh nuh nuh nuh nuh nuh nuh nuh* So good *duh duh* So good *duh duh* I got you *buh buh buh buh* BAM!!!!! 
>> Reply
Array Re:
2012/01/01 - 21:56 GMT
(In Reply to Item)
This should not be resolved in my opinion.  It is bamming time.
>> Reply
Array Re:
Fine pan...(urg)

Bammmmmmmm bipety kachinkaz shink ba BOOM

(mushroom cloud) n'uff said. :P
>> Reply
Array Re:
2012/01/02 - 2:33 GMT
(In Reply to Item)
Always 2.4..never 3.4...
>> Reply
Array Re:
2012/01/05 - 2:25 GMT
(In Reply to Item)
ive got unity, ive got the file, i double click on it, unity opens but it doesnt show any windows and i have to force quit. 
HELP ME!!!!!
>> Reply
Array Re:
2012/01/05 - 2:30 GMT << In Reply to
Reinstall it.
>> Reply
Array Re:
2012/06/21 - 18:50 GMT
(In Reply to Item)
it still wont open!!! this windos thing pops up and i just cant open it plz help!!!   ='(
>> Reply
Array Re:
2012/06/21 - 19:54 GMT
(In Reply to Item)
Help us help and give us your system specs.
>> Reply
Array Re:
2012/08/07 - 20:44 GMT
(In Reply to Item)
YAY AUBREY SAID SOMETHING no wait it is 2010 :P
>> Reply
Array Re:
2012/08/08 - 15:18 GMT << In Reply to
Please don't bam old posts for bad reasons...
 
Your "joke" is a terrible reason to bam an old post.
>> Reply
Array Re:
2012/08/08 - 19:38 GMT << In Reply to
It was an accident because I read all new content so the "New to Me" thing shows older posts that I didn't read and I thought it was new.


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