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Messages - Der_Kevin

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1
Support / Re: How to change Colliders pivot? (Box Custom)
« on: November 04, 2013, 05:16:57 pm »
Ok, thanks for the reply,
its ok. i think its pretty rarely that you can enter a rooftop so if this will be the case i will just add a collider manually to my scene.
but i just wanted to be sure that its not my fault that it is not working ;)

so, thanks :)

2
Support / How to change Colliders pivot? (Box Custom)
« on: November 03, 2013, 11:46:50 am »
Hey,

I have a question related to the Box Custom Collider in tk2d

I am currently working on some top down game and for that i need several layers of object on the Y Axis.

But when I am creating a collider (Box Custom) and Set the Collider depth up to 3 the Collider always expands in both sides of the Y axis.



but i want the collider start at the bottom and ends on the rooftop. I already changed the Anchor to Upper Center but this does not work.


Could you please tell me where to change the Settings to make this possible?

3
Support / Re: 3D Object in a 2D World - Problems with Scaling Factors
« on: October 26, 2013, 12:14:47 pm »
I think the predefined way.
so it says:
Sprite Collection Settings:
Size: Pixels per Meter
Pixels per Meter: 1

4
Support / 3D Object in a 2D World - Problems with Scaling Factors
« on: October 25, 2013, 07:07:48 pm »
Hey,
i have a problem, i want to do a 2d racer with 3d car models (because of realistic damage/mesh deformers, looks better when the car flips over and so on...)

so, as i said is the track made of 2d sprites with the help of the awesome 2D toolkit. so when i have my house here for example:

this have a scale factor of 1,1,1... perfect!

but when i put in my car model (which i bought from the asset store) i have to scale it up to a factor of 15,15,15 to make it fit to the rest of the game.
now i put edy's vehicle physics on top of my car and it is moving suuuuper slow. of course, because i scaled it up to 15. if i scale it down to 1 again everything is okay with the driving physics but now my house is way to big.

is there any solution for this?

5
Support / Re: Sprites always Rotate after use shadow-offset-script
« on: October 24, 2013, 02:50:03 pm »
Ah, jeah, that make sense. thanks :)
so, if someone have the same problem in the future, this helped:

Code: [Select]
var car : Transform;
var offset : Vector3;

function Update(){
   transform.position = car.position+offset;
   transform.rotation = car.rotation;
   transform.rotation = Quaternion.Euler(90, 0, 0);
}

6
Support / Sprites always Rotate after use shadow-offset-script
« on: October 23, 2013, 03:16:12 pm »
Hey 2D Toolkit guys!
Iam having a weird problem. I am trying to "fake" a 2d shadow with a little offset script
Code: [Select]
var car : Transform;
var offset : Vector3;
function Update(){
   transform.position = car.position+offset;
   transform.rotation = car.rotation;
}

so i created a shadow sprite, placed it into my scene put the script on it and pressed play. but suddenly the shadow snapped back to to 0°. I changed it to 90° on the X axis cause I am doing a top down game and the 2dtoolkit usually place the sprites horizontal cause i guess its mainly made for platform games. Which is also a little bit nasty cause i have to rotate the sprite every time i place them to 90° but jeah, i can live with that.#

when I am disabling the Script the shadow stays on the right axis. but as soon as i enable it it snaps back to zero.

here is an image that show you the problem:


thanks!

7
Support / Re: Sprite + Normal Map
« on: September 16, 2013, 11:14:09 pm »
Its actually possible to do it now, though its a bit of a pain to do it manually. Here's a thread that was discussing this:
http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,1143.0.html

hey, I was just looking for some solutions for the 2d toolkit+normalmap thing and discovered this thread.
sadly the link doesent work. is the thread now somewhere else?
or are there any news regarding the 2d toolkit working together with some normal maps?

8
Support / Change sprite depending on alingnment/direction
« on: July 12, 2013, 10:56:54 am »
Hey guys.
Iam currently working on a top down racing game and i have a following problem:
I want to change the sprite of my car, based on the direction which it is driving.
why? because i want no real light calculation in my game.

for the movement i just simply use the free unity car tutorial from the asset store, changed the model to a sprite and put a second black and blured sprite underneath it to fake a drop shadow

but still i want to have the illusion of a light so i want to paint the light direct onto the sprite. also it need a tranistion between the changing sprite so that it loooks nice and smooth

here is a small graphic so i can show you what i mean:



the white light is not a light, its just an example for you to see where the sund normaly would come from. but there should be no light in the scene

I would be verry thankfull if you can help me out with that

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