jon-blue-eyes

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  1. 5 votes
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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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  2. 8 votes
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    6 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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  3. 9 votes
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    7 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    Yes this is an issue I have just bumped into too. It’s near impossible to work with negative shapes in a none freehand nature.

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  4. 1 vote
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    5 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    Another option is to use signal manipulator twith custom toggle on/off.

  5. 2 votes
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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    Go into modes and there is one called “update mode”. You will have to manually select the remote creation in that screen. There is an icon for updating to latest.

    I noticed a bug also seems to stop the auto update working.

  6. 4 votes
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    The grid is hella screwy but I am getting the hang of it. (Albeit with much pain)

    So step 1, make your objects at as big a scale as your can manage (within reason). So for example make your objects with the 1x grid. This makes it easier overall!

    If you have lost your grid, first step is “align grid”. I think it’s L1 + triangle. Align the grid to a specific object.

    If you have tried align grid to object, and it’s not working... try scoping in further to your model. What I have found is that you will often have to scope into sculpt mode, L1+triangle and then scope out.

    Sometimes no matter what you do the grid just doesn’t seem to come back. Final method is to go one grid size smaller, align to your object the. Go one size up.

  7. 1 vote
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    Is this something that will come? It would be so useful!

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  8. 4 votes
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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    Would like to know this too

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  9. 3 votes
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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    Thanks :)

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  10. 3 votes
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    6 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    Perfect sense! Thanks!

    Also massive thanks, was looking for select all shortcut !!!

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    jon-blue-eyes commented  · 

    Cheers Peter!

    I have been trying for days now to get a tilt maze working. Like those old wooden mazes that you guide a ball bearing around.

    So after trying:
    Joints (Dreams physics not stable enough)

    Rotators (cant set angle directly and rotation doesn’t inherit properly)

    I finally thought I would try adding key frames. Each keyframe would store the max angle range for a single axis.

    Seems to work so far! Not tried with a ball on it yet!

    So it kind of rules out some of the suggestions you have.

    I have a board that looks a bit like a chess board. This is a group of tiles. When selecting the group to realign the grid, the grid dots do not match as you suggested. Even though the group is of exacting size and dimensions.

    I just discovered that I can get back to my grid by scoping in to the group and aligning grid to one of the individual tiles.

    So I got it working.

    However, is that a bug? Surely if the group is made up of tiles that are exactly sized to grid, it should then still work?

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    jon-blue-eyes commented  · 

    I should add: It’s hard to precisely grab the center of the object to rotate.. especially if it’s large.

    I tried to create it on a large grid size to avoid these issues, but can’t get the grid to align back to what I sculpted on!

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  11. 3 votes
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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    I think it’s because the add input is triggered by pulse only. So even if you wire in an always on input value, it’s only going to trigger the update when a full pulse happens.

    The Not trick should do it as that will cause the input to rapidly pulse between on/off every two frames!

  12. 4 votes
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    5 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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  13. 7 votes
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    14 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    Remember to tweak the physics quality!

  14. 4 votes
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    12 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    Thanks phort!

    I thought I wasn’t going crazy.

    Had a look around, you can actually use the slider gadget and turn off show in game setting. This then just makes it a value that can be manipulated. The beauty is, it can be hooked up via wires (instead by name like variable) which means you can use it locally in a chip. The downside is it requires a bit of logic work to do the manipulation.

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    jon-blue-eyes commented  · 

    If you wire a NOT into itself you can force an update rate of 15fps.... which is 5fps faster then can be achieved with signal or timer. (Which is 10fps)

    The reason you might want to increase the rate of logic checking is because you want to create totally custom processing. For example what if you wanted to fire a gun faster then 10 times a second? Or maybe you wanted to create procedural generation into your level. You might want to execute your logic loop really fast here so that your level generation isn’t ultra slow!

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    jon-blue-eyes commented  · 

    Well I am trying to create my own input logic in a chip. So I want to execute some updates continuously when an input signal is on.

    (By input I mean chip input, not gamepad input)

    When I debug a simple version of this, e.g. if button pressed, and wire it into a counter... then the counter only updates when the signal changes. So in this example holding the button does not trigger pulses.

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    jon-blue-eyes commented  · 

    Oh and I can’t use a signal generator or timer because the detail on those can’t go lower then 10 updates per second!

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  15. 2 votes
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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    Hover over and it will tell you. It’s to do with how the input value is applied to the existing value. The “D” shape is “overwrite”, so the input value will replace. The “x” I think is blend and there is a third I think too, although can’t remeber what that is.

  16. 3 votes
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    6 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    It’s easy to get the angles just there is no way to set them. I haves looked at advanced rotator and all over. I think it’s just not currently possible.

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    jon-blue-eyes commented  · 

    But as far as I can see the rotator only allows you to apply a constant rotation force to an object. Unless I am missing something ?

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  17. 18 votes
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    9 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    Yeah this currently a very frustrating aspect to Dreams. Hella enjoying it but still very frustrating. The grid system doesn’t seem very intuitive at the minute. It’s so hard to line up stuff with the grid. You would expect when resizing/stretching a shape, that it would fit the points on the grid?

    Currently, it doesn’t.

  18. 2 votes
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    7 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    Yeah I just tried the “or” method I posted and it doesn’t work.

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    jon-blue-eyes commented  · 

    The logic behind this is that the OR always returns either true:false or 1:0. So an OR is saying “return true if either inputs are non zero”... so you can just wire up one of the inputs. The controller will deliver a non zero value... and voila!

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    jon-blue-eyes commented  · 

    So can you use an OR to convert it into a on/off ...1/0?

    So wire the trigger output into an or, then chain that to where you want it.

  19. 3 votes
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    6 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    Damnit no edit button lol. I could potentially try and fake it by just rotating the plane directly... but I wanted to replicate the mechanism in the real wooden maze.

    This is my kind of jam, keep poking into a system until I can get it to work :D

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    jon-blue-eyes commented  · 

    Basically I am making one of those old fashioned tilt mazes that gets rotated individually on two axis. You use that undulating plane to guide a ball to the end of the maze.

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    jon-blue-eyes commented  · 

    Ah that’s a good tip about multiple joints. Although I take it I can’t add multiple joints in the same location? (Not at PS4 to try, will try later)

    I tried removing all gravity and reducing weight to zero... or low. No help.

    I will keep trying, might be able to fake center of gravity by adding some hidden objects to mirror the shape! (Hacking center of gravity).

    Any idea if this is something that will come in the future (custom center point)?

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    jon-blue-eyes commented  · 

    I should add to that, and rotate around a different point other then center of mass

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  20. 1 vote
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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    jon-blue-eyes commented  · 

    You can have the controller widget be possessed. So with this you can pipe the gyro output into a splitter widget. This should let you get the individual components. You can then wire these into a mover widget.

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