problem with the build per atmospheric reentry
Moderators: MR.D, Moderators
Re: problem with the build per atmospheric reentry
Cob is simple, the simplest language I've ever touched. Anybody that thinks against those thoughts should try it themselves.
Re: problem with the build per atmospheric reentry
liar jokerSnipawolf wrote:Cob is simple, the simplest language I've ever touched. Anybody that thinks against those thoughts should try it themselves.
.cob hav problem:
i try 5or6 times to make a popup or a start/stop for reload or move...so i reach to found for an unit but when i try to make others that not work ??? so i recopy the code and always not efectiv at end i copy all the code and change only some parts but not ???
for a unit the same thing work and bug on the other ???with same code...
that was a week for understand start stop and finally copy an existing unit,
armor or radar never work popup not but relod yes
multi turet and angular limit yes and wait for fire or move yes...
but i cant code without the original files or that not work,
its a pain to code in .cob
From what I know more people know lua than cob... seeing as cob only seems to be hanging around old TA-related bits of the internet.Mooseral wrote:and very few people actually understand lua well enough to do that.
If you wanted something user friendly, lua would be a far better choice; it's fairly widespread, it has a pile of documentation, and it's newer.
It would be nice to have better support of a newer language like lua, as it might also lead to new stuffs being possible in the engine... But thankfully for the moment, cob is at least logical enough that a bit of stumbling around will basically be enough to learn it, and it does do it's job.[/quote]
for now without tutorial is an advantag to have separat tools for 3d anim unit sound menu gui
found something in lua is a chalenge
because lot of fonction are possibl
upspring hav the great advantag to use .cob + .s3o
so the beginner or the old designer can see the new feature when use his knowelge and learn so...
for exemple BLENDER3d is 100* more better than wings3d but too 100*more menu useless for just make a 3d part(colour light anim movie game)
i suggest to use blender for all graphic/anim task and lua for all logic/gameplay
or make the anim in a new upspring ver2=:that will alow to make nonumeric moves(directly with the cursor at screen)
Re: problem with the build per atmospheric reentry
COB is probably easier to learn than Lua, also animating units through Lua is a pain without a decent framework.
It's the same with blender and wings, the former got more functionality but the latter is easier to work with (for most people) when it comes to the actual modeling part.
It's the same with blender and wings, the former got more functionality but the latter is easier to work with (for most people) when it comes to the actual modeling part.
Re: problem with the build per atmospheric reentry
what is a framework?rattle wrote:COB is probably easier to learn than Lua, also animating units through Lua is a pain without a decent framework.
It's the same with blender and wings, the former got more functionality but the latter is easier to work with (for most people) when it comes to the actual modeling part.
is wrote a .cob is not a pain???a nightmare !
do you know that blender3d/gameblender is a free 3d +animation +movie render +game engine tools/software :i test it and you can make a clone of spring but i dont know about the resulting framerate,
i have reach to code a pilotable unit that have gravity and can push others and rebound ...but i dont know about multiplay ...need understand python_code
Re: problem with the build per atmospheric reentry
I know what you can do in Blender, however for true mesh modeling purposes it's a bit clumsy (opinions may differ).
By framework I meant a function set to emulate all the important COB function calls.
Kind of like
or something similar like that.
By framework I meant a function set to emulate all the important COB function calls.
Kind of like
Code: Select all
COB:
turn <piece> around <axis> to <value> speed <value> acceleration <value>
Lua:
turn(piecename, "<axis>", <value>, <acceleration_mode>, <speed_value>)
Re: problem with the build per atmospheric reentry
is this code work in 76b1?rattle wrote:By framework I meant a function set to emulate all the important COB function calls.Kind of likeor something similar like that.Code: Select all
COB: turn <piece> around <axis> to <value> speed <value> acceleration <value> Lua: turn(piecename, "<axis>", <value>, <acceleration_mode>, <speed_value>)
is spring request .cob file for work?
what diferenc :its the same pain seems,but better to evolve out of old system,all "basic"cod are similar but .lua just need a text editor and this quick to test so ,
need info about upspring anims !is allowing to export anim to spring ??
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: problem with the build per atmospheric reentry
yes, you can export the animations you make in upspring into your cobs.
the rest of your post was barely understandable.
the rest of your post was barely understandable.
Re: problem with the build per atmospheric reentry
The exporter Lua script might need some fixing (only used it once) but that's fairly easy to do.
If you want to keep your motion tween you should save the model as "Object Package" in Upspring. This is basically a memory dump which stores everything.
If you want to keep your motion tween you should save the model as "Object Package" in Upspring. This is basically a memory dump which stores everything.
Re: problem with the build per atmospheric reentry
i seed upspring advetis that experimental feature..Pressure Line wrote:yes, you can export the animations you make in upspring into your cobs.
the rest of your post was barely understandable.
.i thinked not useable .
.i will try to do animat so !
is the .cob result is pure(optimized)??
Re: problem with the build per atmospheric reentry
for now without tutorial is an advantag to have separat tools for 3d anim unit sound menu guiemmanuel wrote:liar jokerSnipawolf wrote:Cob is simple, the simplest language I've ever touched. Anybody that thinks against those thoughts should try it themselves.
.cob hav problem:
i try 5or6 times to make a popup or a start/stop for reload or move...so i reach to found for an unit but when i try to make others that not work ??? so i recopy the code and always not efectiv at end i copy all the code and change only some parts but not ???
for a unit the same thing work and bug on the other ???with same code...
that was a week for understand start stop and finally copy an existing unit,
armor or radar never work popup not but relod yes
multi turet and angular limit yes and wait for fire or move yes...
but i cant code without the original files or that not work,
its a pain to code in .cobFrom what I know more people know lua than cob... seeing as cob only seems to be hanging around old TA-related bits of the internet.Mooseral wrote:and very few people actually understand lua well enough to do that.
If you wanted something user friendly, lua would be a far better choice; it's fairly widespread, it has a pile of documentation, and it's newer.
It would be nice to have better support of a newer language like lua, as it might also lead to new stuffs being possible in the engine... But thankfully for the moment, cob is at least logical enough that a bit of stumbling around will basically be enough to learn it, and it does do it's job.
found something in lua is a chalenge
because lot of fonction are possibl
upspring hav the great advantag to use .cob + .s3o
so the beginner or the old designer can see the new feature when use his knowelge and learn so...
for exemple BLENDER3d is 100* more better than wings3d but too 100*more menu useless for just make a 3d part(colour light anim movie game)
i suggest to use blender for all graphic/anim task and lua for all logic/gameplay
or make the anim in a new upspring ver2=:that will alow to make nonumeric moves(directly with the cursor at screen)[/quote]
Your english is much better. :)))))))))))))))