Hi and thanks Mike
I have stretched 3DRAD to the limit with this. I am happy you where able to run it ok, but you must have been using the low Graphic mode. ( press F3 - a yellow circle sprite appears in the right top of the screen) This uses shadmar's frustum culling script. Great script thanks Shad.
I wanted to build a interactive game where you could buy and sell cargo and have competing shipping but it seems that I put in 1 more object it slows. So this is it a demo/sim/tribute.
I forgot to mention that if you press F12 the frame rate shows in the top left of the screen.
1-the water didn't paint in the full screen mode (was all dark) 2-the shore walker fell through the boat when i tried to climb aboard and when he went below the water the blur slowed things down to a crawl (not sure if this is really a bug)... 3-the boats forward motion stops when switched to land character view... 4-water in the boat... 5-escape wouldn't let me outta the game...
1 - there are 3 water skins first is seen from out the boat, uses '0012-bump' water with 'depth sort', second is seen from cameras inside boat, uses '0010-bump glass' with 'depth sort' and 'z-buffer'. Now I did this so the water shows outside the boat and is not seen inside boat. With an open boats and a deep hull this is the only way I could do this. Third is seen from under the water and uses the '0012-bump' water and that's all.
On my computer in 3DRAD Editor and Compiled, the water looks great and plays without fault. But when I did a test Vpack some weeks ago It also worked, but now after re-Vpacking it several times the water looks black (still transparent) from top and under. I tested on my laptop and and it was ok so something weird is going on here. a bit pissed off
2 - I wanted to be able to climb a board but couldn't get a rigidbody that would work so I opted for multi cameras a board. The blur slows my camera a lot also. I scripted the blur when the player gets below a certain depth it is switched on and above is is switched off. Not sure what I can do to fix this.
3 - Yes this is by design but I would have preferred to have it continue on possibility following a path. To optimize I have to do this, when the shore walker is on the boat stops no RB, animations and scripts and when the boat is on the whole town stops, all the rigidbodies and scripts are put on hold. If I didn't do this you would be seeing it at all.
4 - The water in the boat can only be seen from the player on the shore, I tried to use the 'z-buffer trick but that wouldn't work from the shore.
5 - The escape has been disabled to exit press 'enter' then exit from the menu. I know this isn't very clear from the Instructions in the menu will try to fix. Also I found the Menu only works once from within the game another thing to fix.
Did you know that the iPrint() function only prints a maximum of aprox 128 characters.
Thanks again Mike for having a look and your kind comments.
n_iron