@Lake
As WolfHunter9111 is right.
This is the "ロポリこん(Low Poly Kon)" of the avatar model sold for VRChat.
It is a good avatar that suits everyone and is easy to handle.
@2Papi2Chulo
I just want to know how my parts are being used in the work through notifications and ego searches.
So an description or comment is enough.
@Ian_Yashima
Thanks!
I personally like it, but I don't know if it can be applied to other builds in the future because the procedure tends to be complicated.
@tsampoy
Arrange the fuselage along the orthographic view with reference to multiple photos, and then adjust the balance.
It's a lot easier and more accurate than making it without looking at the material, but it can be very difficult if the material is inconsistent.
@CrimsonOnigiri
The purpose of this post is to verify if FTs made for human size can be diverted to large Mechs.
Therefore, the items shown in the video are currently frozen, and I just dug them out for verification.
Perhaps it will be restarted when several ongoing projects are settled.
(I was working on Delphine (from the comic "Breakblade"))
A.
Wonderfully cool things.
.
B.
If it's something like a power suit I can think of an advantage, but there would be no need to dare to make it larger.
.
C.
It is time-consuming and very difficult to make something that can be used in combat.
I prefer to make them, but I wouldn't recommend.
Not dead, but it's a very minority.
There are several reasons, but I feel that the technical problem is the biggest.
For many players, making a mech can be difficult or too much work.
I think it's very difficult to spread.
@Hellfire3627
Depending on the processing speed of the computer, the stabilization process of the aircraft may not catch up and may tremble.
It may be possible to reduce it by adjusting the PID and the thrust of the engine.
But I can't support because I don't have a computer with the same symptoms ...
@XP
I'm not directly involved in this story. I was just insulted too much in the past and was traumatized.
I wanted to say that exosuit's remarks have a long-standing reason.
First of all, make sure the Overload MOD is enabled.
(This mod is currently bundled with the game itself, so it can be used on any OS)
(Enabled from the MODS button on the title screen)
Next, select the part whose input you want to edit and press the </>✈︎ button at the bottom right of the screen with that state.
Third, select the Input Controller from the menu at the top of the Overload window that appears.
Finally, find the input in the displayed list and edit the part to the right of it.
@jamesPLANESii
I'll fix the problem in the near future, but I don't think I'll publish it.
(I don't want to upload the exact same thing in terms of both function and appearance.)
@TunderTunder
Added the ability to embed obj and mtl (except textures) in xml.
It seems to be working generally well, but there seems to be a very long delay when opening the part properties. (This is happening because we are dealing with long text, the same as with text label images.)
@TunderTunder
It is technically possible since obj's internals are text data, but it would require modifying the library used for import, which would be tedious.
Also, the main reason I created this mod is to handle textured model data, but it is difficult to convert image files, which vary in number, size and format from model to model, into text to fit in xml....
@MVC
The monkey in the thumbnail has no smooth shade attached.
However, the mod does support custom normal vectors for each vertex on each face.
So if properly configured and exported, it should work.
@NewmanSTAR
Added it. Try setting Collider to true from the part properties.
For the time being, it is possible to make OBJs collide with the ground or with normal parts.
However, due to technical reasons, it is not possible at this time for two OBJs to collide with each other.
@JP11 Ka originally indicates ambient light, but this mod substitutes emission, which is a close item due to shaders.
If it is not a glowing item, then 0 0 0 is fine.
@elruXo
After downloading to mobile, a warning message will appear stating that the mod is not included, but after closing it, do UnDo, and then do ReDo to successfully load all but the mod parts.
(The mod parts included in this build are only used for visual effects, so their absence will not affect the functionality of the build.)
@EDEN971
I don't have a Mac environment at hand, so I can't say for sure...... It may be that there is no mac support for shaders.
If we find a way to improve it, we will respond, but we can't guarantee that it will improve.
@IzzyIA
As for tags, I am referring to the same one as you.
The only tag I know so far that is not in that document is that <scale=number> can be used to stretch text horizontally.
I think hpgbproductions' post is the most detailed about the format type.
If a text label has a character that extends beyond the bottom edge of the label area, all subsequent characters are considered to extend beyond the label area and drawing is canceled.
The previous comment uses <voffset> to shift the first character out of the label area and cancels the drawing of all characters.
This is a bit aggressive, but replace <voffset=12px> in the first line of the label with {Activate1?"<voffset=12px>":"<voffset=-1200px>"}.
(The Activate1 part is the activation condition, and the -1200 part can be any appropriately large number.)
@PPLLAANNEE
Perhaps SP is not designed to put tens of thousands of characters of code in a text label.
I was editing the xml file directly to avoid crashes.
@IDNSatyaSlebew Example of Para-II
I'm not sure, but I tried IV and it did not work correctly.
The file may have been old, before the bug was removed.
But there is nothing more I can do as I do not have any other IV files on hand other than this one.
@IDNSatyaSlebew Maybe it's about this.
I don't remember much, but I think what was posted as a build was just a demonstration sample.
.
I-III corrected parallax by inputting the relative position of the turret and cockpit as a numerical value in advance.
In contrast, IV is a new version that reads the turret position from an additional cockpit variable output...I think.
@MrShenanigansSP
To be precise, rigid body groups are divided according to parts that move, such as rotators.
This means that you can increase any of the parts as long as they belong to the same section as the cockpit.
The important thing is to lighten the weight towards the end sections.
I don't know if I'm meeting your expectations.
+2@GrandmasterPotato
+2Not strictly walking, but I made it once six months ago.
@Kangy
+2He noted that PONG was the first computer game in the world to be released to the public.
@Lake
+2As WolfHunter9111 is right.
This is the "ロポリこん(Low Poly Kon)" of the avatar model sold for VRChat.
It is a good avatar that suits everyone and is easy to handle.
@2Papi2Chulo
+2I just want to know how my parts are being used in the work through notifications and ego searches.
So an description or comment is enough.
@Ian_Yashima
+2Thanks!
I personally like it, but I don't know if it can be applied to other builds in the future because the procedure tends to be complicated.
@210100
+2The real thing is folded in the arm and quickly replaces the dummy on the leg or shield
@tsampoy
+2Arrange the fuselage along the orthographic view with reference to multiple photos, and then adjust the balance.
It's a lot easier and more accurate than making it without looking at the material, but it can be very difficult if the material is inconsistent.
@CrimsonOnigiri
+2The purpose of this post is to verify if FTs made for human size can be diverted to large Mechs.
Therefore, the items shown in the video are currently frozen, and I just dug them out for verification.
Perhaps it will be restarted when several ongoing projects are settled.
(I was working on Delphine (from the comic "Breakblade"))
A.
+2Wonderfully cool things.
.
B.
If it's something like a power suit I can think of an advantage, but there would be no need to dare to make it larger.
.
C.
It is time-consuming and very difficult to make something that can be used in combat.
I prefer to make them, but I wouldn't recommend.
Not dead, but it's a very minority.
+2There are several reasons, but I feel that the technical problem is the biggest.
For many players, making a mech can be difficult or too much work.
I think it's very difficult to spread.
@Hellfire3627
+2Depending on the processing speed of the computer, the stabilization process of the aircraft may not catch up and may tremble.
It may be possible to reduce it by adjusting the PID and the thrust of the engine.
But I can't support because I don't have a computer with the same symptoms ...
@JKudasai
+2It's based on that, but with a few changes to the controls and behavior.
@XP
+2I'm not directly involved in this story. I was just insulted too much in the past and was traumatized.
I wanted to say that exosuit's remarks have a long-standing reason.
First of all, make sure the Overload MOD is enabled.
+2(This mod is currently bundled with the game itself, so it can be used on any OS)
(Enabled from the MODS button on the title screen)
Next, select the part whose input you want to edit and press the </>✈︎ button at the bottom right of the screen with that state.
Third, select the Input Controller from the menu at the top of the Overload window that appears.
Finally, find the input in the displayed list and edit the part to the right of it.
It should be in the description here
+2@DickBrazen
+2Lights
@jamesPLANESii
+2I'll fix the problem in the near future, but I don't think I'll publish it.
(I don't want to upload the exact same thing in terms of both function and appearance.)
@truckerSAM
+2I can't answer anything unless you know exactly what kind of help you need.
@Hahahahaahahshs
+1It would be even better if it supported VRM format.
@TunderTunder
+1Added the ability to embed obj and mtl (except textures) in xml.
It seems to be working generally well, but there seems to be a very long delay when opening the part properties. (This is happening because we are dealing with long text, the same as with text label images.)
@FaLLin1
+1this
It is hidden immediately after downloading, but can be displayed from the ViewMenu (eye icon) in designer.
@TunderTunder
+1It is technically possible since obj's internals are text data, but it would require modifying the library used for import, which would be tedious.
Also, the main reason I created this mod is to handle textured model data, but it is difficult to convert image files, which vary in number, size and format from model to model, into text to fit in xml....
@SemedianIndustries
+1The curator team has been disbanded and Dev is now doing the curation work if I remember correctly.
@MVC
+1The monkey in the thumbnail has no smooth shade attached.
However, the mod does support custom normal vectors for each vertex on each face.
So if properly configured and exported, it should work.
@NewmanSTAR
+1Added it. Try setting Collider to true from the part properties.
For the time being, it is possible to make OBJs collide with the ground or with normal parts.
However, due to technical reasons, it is not possible at this time for two OBJs to collide with each other.
@NewmanSTAR
+1I forgot that mesh colliders can be used for RigidBody as long as they are convex in shape.
I will try to see if it is possible.
@JP11
+1Ka
originally indicates ambient light, but this mod substitutes emission, which is a close item due to shaders.If it is not a glowing item, then 0 0 0 is fine.
@JP11
+1Please open the mtl file and try to lower the value of "ka"
@tehcosmicboy82
+1Sorry for the delay, but I added it.
@ThePeruvianQuail
+1Work In Progress
@elruXo
+1After downloading to mobile, a warning message will appear stating that the mod is not included, but after closing it, do UnDo, and then do ReDo to successfully load all but the mod parts.
(The mod parts included in this build are only used for visual effects, so their absence will not affect the functionality of the build.)
@EternalDarkness
+1Sudoku sounds interesting, I'll put it on the candidate list.
Thanks for the suggestion.
@EDEN971
+1I don't have a Mac environment at hand, so I can't say for sure...... It may be that there is no mac support for shaders.
If we find a way to improve it, we will respond, but we can't guarantee that it will improve.
@SETSUNA0414
+1I am interested but don't know if I can spare enough time.
@Stinkysock
+1impossible.
Low physics and fast-forward are incomprehensible behaviors when used in a laggy environment.
@IzzyIA
+1As for tags, I am referring to the same one as you.
The only tag I know so far that is not in that document is that <scale=
number
> can be used to stretch text horizontally.I think hpgbproductions' post is the most detailed about the format type.
@SomeSPGuyWhoLikesLore
+1Added in v1.11.
@StinkyRice
+1How learned : reverse engineering default planes, etc. Basically self-taught, trial and error.
100k : Thx
@AfkSlot
+1Video
@SAINAKAJIMA
+1All gunbits are completely separate from the main body and are driven by a PID engine.
If a text label has a character that extends beyond the bottom edge of the label area, all subsequent characters are considered to extend beyond the label area and drawing is canceled.
+1The previous comment uses <voffset> to shift the first character out of the label area and cancels the drawing of all characters.
This is a bit aggressive, but replace <voffset=12px> in the first line of the label with {Activate1?"<voffset=12px>":"<voffset=-1200px>"}.
+1(The Activate1 part is the activation condition, and the -1200 part can be any appropriately large number.)
@IzzyIA
+1I secretly admire you, so I am glad to hear that.
It didn't work out this time, but I hope to get revenge someday.
@PPLLAANNEE
+1Perhaps SP is not designed to put tens of thousands of characters of code in a text label.
I was editing the xml file directly to avoid crashes.
@TheTomatoLover
+1I started about 2 years ago when bought SPVR
As is the case when creating with SP, it's still fun to be able to move my work.
@IDNSatyaSlebew
+1Example of Para-II
I'm not sure, but I tried IV and it did not work correctly.
The file may have been old, before the bug was removed.
But there is nothing more I can do as I do not have any other IV files on hand other than this one.
@IDNSatyaSlebew
+1Maybe it's about this.
I don't remember much, but I think what was posted as a build was just a demonstration sample.
.
I-III corrected parallax by inputting the relative position of the turret and cockpit as a numerical value in advance.
In contrast, IV is a new version that reads the turret position from an additional cockpit variable output...I think.
@Bryan5
+1Looks like another curator already did that before I saw the notification.
@MrShenanigansSP
+1To be precise, rigid body groups are divided according to parts that move, such as rotators.
This means that you can increase any of the parts as long as they belong to the same section as the cockpit.
The important thing is to lighten the weight towards the end sections.