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First car model

Discussion in 'Editing' started by stevenhorton, Jun 12, 2004.

  1. stevenhorton

    stevenhorton Not of this World

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    I don't know the bot names:p But, yes, using SVehicle, there will be a driver in the vehicles. I really think SVehicle will solve many of the problems with UnWheel: If you bring the camera close enough to the car, it will follow the car. The steering isn't like KVehicles, one tap on the arrow button doesn't turn you too far. The headlights always are on, and light the terrain corectly. And, this is a guess since I am not a coder, but since a bot is driving, they should be able to follow RoadPathnodes like in vCTF games.
     
  2. ProjectX

    ProjectX Nicholas 'ProjectX' Udell - UnWheel Maps

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    If we made them think they were driving hellbenders of various sizes and speeds it just might work. Although we may need to alter the roadpathnodes a little to our personal specs, i.e. to add recommendedspeed and radius properties to it.
     
  3. carmatic

    carmatic New Member

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    hm looks like alot of work for the mapper with the botty things... maybe like we should have standards to work with (like those ibm /hp / whatever business solutions) , like shrimp or a bunch of people go about doing bot stuff to maps... or we can make it automatic somehow...
    so kvehicles is how the bulldog handles, and svehicles is how the much-more-vehiclelike hellbender and scorpion handles...

    speaking of which... why didnt they fix the tank in the newest official patch? they are still hanging onto the 'hovertank' concept when its already so obvious the tank wasnt going to be and isnt a hover tank, and it still gets stuck on places where it shouldnt get stuck(like where only the tracks have contact with a surface), it still gives that grinding sound on gentle slopes, and it still has this special 'righting' motion when its falling down...

    also on kvehicles... hm has anyone ever driven the toiletcar before??
     
  4. ProjectX

    ProjectX Nicholas 'ProjectX' Udell - UnWheel Maps

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    Actually RoadPathNodes are easier in the long run than volumes cos you can see the paths and correct them in the editor.
     
  5. stevenhorton

    stevenhorton Not of this World

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    The code I am using for the Siren is actually from the Hellbender, so making the bot think he is in one isn't nessesary:)
     
  6. carmatic

    carmatic New Member

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    hm when your driving around in the kvehicle vehicle, do you have wheels that spin independently of the vehicle motion?
     
  7. Smokin

    Smokin New Member

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  8. carmatic

    carmatic New Member

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    wow thats smooth
    and slightly scary

    has anyone tried like braking and accelerating in a kvehicle rapidly yet? i hope shrimp comes up with a way to get around that, it really sucks!

    assuming that i am not going to get some kind of 'too deep in the code' response, maybe the wheels can just ... umm... 'roll' passively most of the time, this takes away the possibility of those exciting skids when the car has too much torque on the wheels, but we can always set aside some equally exciting animations for those events...

    or is the animation of the wheels just fixed like that and it would be 'too deep in the code' to change it ?
     
    Last edited: Jun 30, 2004
  9. Shrimp

    Shrimp Seafood splatter

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    Woohoo I'm back :D

    The car looks pretty awesome in-game, and with a person inside ;)

    At least now I'll have something to work with so we can get things moving :)
     
  10. stevenhorton

    stevenhorton Not of this World

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    Shrimp, I figured out I needed a collision mesh, so I combined all ther polys on the Siren model and exported. After selecting the mesh in the mesh browser and hitting the "use" button, this is what I saw:( The Siren SVehicle and the blue wireframe mesh should be in the same orientation and position. I do not know what caused this, but I do know the car doesn't behave properly.
     

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  11. stevenhorton

    stevenhorton Not of this World

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    Here is my next car, there is no interior yet, and I actually skinned it in the UV texture editor this time:)
     

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  12. carmatic

    carmatic New Member

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    nice
    its got that neo classical look to it
    now add miscy bits to it to compensate for its low texture resolution like jutting headlights etc

    hold on that looks like a horribly mutated bmw model?
     
    Last edited: Jul 10, 2004
  13. The_Devils_Avarcardo

    The_Devils_Avarcardo UnWheel Vehicle Modeller

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    Most made up cars do look like something else, if you look hard enough. That's what makes them look cool, they are like 50 different sweet cars merged into one :)
     
  14. carmatic

    carmatic New Member

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    but the bmw part is a dead giveaway... people might think that your car is to the bmw, like what the Flood from halo is to the covenant...
     
  15. stevenhorton

    stevenhorton Not of this World

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    No BMW

    Where does the car look like a BMW? The lights before were not textured yet.
     

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  16. carmatic

    carmatic New Member

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    in between the curvy parts on the front... put some contrasty textures into there and it will look more... umm... un bmw ish ... the front is otherwise already lower than what would look nice for a pure bmw, but like theres still a hint there, like the squary middle part
     
  17. The_Devils_Avarcardo

    The_Devils_Avarcardo UnWheel Vehicle Modeller

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    weird, just read through and i didnt see a post i *thought* i made here before, but anyways i'll do it again.

    The 1st car is sweet, i really dig its lines :D
    The 2nd car is cool too, although it dosent looks like a Beamer at all, sorry carmatic. Anways, awesome wotk on both ;)
     
  18. stevenhorton

    stevenhorton Not of this World

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    Thanks for your comments The_Devils_Avarcardo:) And I totally agree, the first one is definately better:) Here is my initial inspiration for the second model, for the nose, that is.
     

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