Post Topic: [download] Fully functional and flyable F-35 fighter jet
Posted 10.07.2011, 22:32
I suddenly got the urge to create this thing after watching Transformers: Dark of the Moon, because they had a nifty scene where two of these planes were trying to take down a decepticon. I stayed up all night from 2 AM (when I got home from the movie) to 11 AM working on this, and I think the lack of break was a good thing. It's made entirely out of flowgraphs and a few custom particles. Here's a video:
Post Topic: Re: Fully functional and flyable F-35 fighter jet
Posted 11.07.2011, 00:20
what are the limitations, does it have realistic air resistance, gravity effect, etc. what vehicle is it based on? heli modified with fg's? this is crazy, Chris was working on a aircraftmod for crysis1, he had like 2000 lines of code in lua. but you did this with only fg? wow cant wait to try it out
Post Topic: Re: Fully functional and flyable F-35 fighter jet
Posted 11.07.2011, 00:33
Quote by Architect:
what are the limitations, does it have realistic air resistance, gravity effect, etc. what vehicle is it based on? heli modified with fg's? this is crazy, Chris was working on a aircraftmod for crysis1, he had like 2000 lines of code in lua. but you did this with only fg? wow cant wait to try it out
No, think something way more simpler.
This is how I think it is done (at least the basic idea)
the plane is a destroyable object with health -position about 10 m away from a camera entity, and is set to rotate itself to align with the camera direction
either action impulse or movement node moves the plane forward, to the direction of camera (vec3 nodes, pretty simple calculation)
I've created a custom flymode for Crysis (1) and it worked like that, without the plane ofc.
E: Typos
Really nice work!
Last edited by Nurrti on 11.07.2011, 00:41, edited 1 time in total.
Post Topic: Re: Fully functional and flyable F-35 fighter jet
Posted 11.07.2011, 00:51
Quote by Nurrti:
Quote by Architect:
what are the limitations, does it have realistic air resistance, gravity effect, etc. what vehicle is it based on? heli modified with fg's? this is crazy, Chris was working on a aircraftmod for crysis1, he had like 2000 lines of code in lua. but you did this with only fg? wow cant wait to try it out
No, think something way more simpler.
This is how I think it is done (at least the basic idea)
the plane is a destroyable object with health -position about 10 m away from a camera entity, and is set to rotate itself to align with the camera direction
either action impulse or movement node moves the plane forward, to the direction of camera (vec3 nodes, pretty simple calculation)
I've created a custom flymode for Crysis (1) and it worked like that, without the plane ofc.
E: Typos
Really nice work!
Basically that, with the Movement:MoveEntity Nodes, but a plane doesn't work as a destroyableobject. You can see how I did the rest when I upload it, which will be today. Although it's much more in-depth such as using float interpols to create an acceleration effect for every touch of movement and such.
Quote by Architect:
what are the limitations, does it have realistic air resistance, gravity effect, etc. what vehicle is it based on? heli modified with fg's? this is crazy, Chris was working on a aircraftmod for crysis1, he had like 2000 lines of code in lua. but you did this with only fg? wow cant wait to try it out
I'm implementing a gravity effect right now. Good catch. Air resistance though is a tricky piece of work that I'm not getting into right now.
Rayman: Revenge of the Dark - Leader, Composer, Audio, Modeller, Animator, Level Designer Arthias: Prologue - Composer, Audio