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Author Topic: 57' Chevy Belair  (Read 78681 times)

mLichy

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Re: 57' Chevy Belair
« Reply #60 on: May 12, 2013, 11:18:58 pm »

Thanks.

Yeah , there is no way to have them stay open otherwise I don't think?
Maybe, I'll have to look into it. The open/close value changes on key depress.
But maybe I can override it.
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deathevor

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Re: 57' Chevy Belair
« Reply #61 on: May 12, 2013, 11:33:24 pm »

I think Cameni mentioned that he've assigned few buttons as State buttons - which switch the state on the press.

Another thing is to make your own state in script, and change it on key pressed (not sure it will work - never tied in Outerra. :)
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deathevor

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Re: 57' Chevy Belair
« Reply #62 on: May 12, 2013, 11:40:47 pm »

Right, wrong about first one:
http://xtrac.outerraworld.com/trac.fcgi/wiki/action_code
Only holding change the state.



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ZeosPantera

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Re: 57' Chevy Belair
« Reply #63 on: May 13, 2013, 12:17:04 am »

Does the sound and Dash Gauge still not work on wheel rpm? I went flying off a cliff and it registered the car speed.

Do you think LOD switching will allow a CRAZY high detail engine only loaded when the hood is open. Because that would be amazing.

Why not look up how the MIG opens its landing gear? Do the same thing.
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cameni

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Re: 57' Chevy Belair
« Reply #64 on: May 13, 2013, 01:44:56 am »

Right, wrong about first one:
http://xtrac.outerraworld.com/trac.fcgi/wiki/action_code
Only holding change the state.
That should be handled in the script by acting just on the key press (value=1), and remembering the state of the doors, doing open/close as needed.
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mLichy

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Re: 57' Chevy Belair
« Reply #65 on: May 13, 2013, 09:30:58 am »

I'll try and get the doors to stay open/closed using another method, and also animate.

They do not work on the wheel RPM.  I could swap out my engine code like I said, and use the vehicle script from the thread, which I think has that all setup already.  But doesn't it stop the engine audio then when the tires come off the ground?  Sounds very odd then. 

I'm not sure about the LOD stuff. I thought about that too.  We would need to be able to force swap/override an LOD model  in the script.
Although, in the engine case, specifically target an geomob.  Maybe I can just hide/unhide the lower/higher poly engine?
« Last Edit: May 13, 2013, 09:38:17 am by mLichy »
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ZeosPantera

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Re: 57' Chevy Belair
« Reply #66 on: May 13, 2013, 12:20:12 pm »

But doesn't it stop the engine audio then when the tires come off the ground?  Sounds very odd then. 

Only if the wheels are spinning when you go off the ground/cliff and you slam your brakes mid-air would your wheels stop and the engine go down to idle.
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mLichy

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Re: 57' Chevy Belair
« Reply #67 on: May 13, 2013, 01:27:06 pm »

I think when I tested the code he had, the engine audio cut out completely when the tires came off the ground.  But I need to try again to be sure.
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ZeosPantera

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Re: 57' Chevy Belair
« Reply #68 on: May 13, 2013, 02:32:57 pm »

I remember cameni saying something a year ago about the wheels only animating and giving power only when touching the ground. Could be the same setup causing that.. He will need to change that.
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mLichy

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Re: 57' Chevy Belair
« Reply #69 on: May 13, 2013, 07:04:55 pm »

Oh yeah, that is right I'm pretty sure.
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jeffmorris

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Re: 57' Chevy Belair
« Reply #70 on: May 13, 2013, 08:58:49 pm »

Beautiful car! Please remove the gear shifter from the floor of the car. The car has gear shifter on the steering column.
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mLichy

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Re: 57' Chevy Belair
« Reply #71 on: May 13, 2013, 09:27:23 pm »

Thanks, yeah, I should remove that. 
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ZeosPantera

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Re: 57' Chevy Belair
« Reply #72 on: May 14, 2013, 03:51:33 pm »

I found this talking about the 55 belair.. https://www.youtube.com/watch?feature=player_detailpage&v=iFflMym0RvA#t=191s 

Yours might be too fast!
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mLichy

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Re: 57' Chevy Belair
« Reply #73 on: May 14, 2013, 05:37:09 pm »

Yeah, it probably is.  I think probably accelerates too fast and maybe too high top speed.
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mLichy

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Re: 57' Chevy Belair
« Reply #74 on: May 16, 2013, 08:58:18 pm »

Right, wrong about first one:
http://xtrac.outerraworld.com/trac.fcgi/wiki/action_code
Only holding change the state.
That should be handled in the script by acting just on the key press (value=1), and remembering the state of the doors, doing open/close as needed.


I got the state working, so the doors open on Key Down, and don't close again till Key Down pressed.  Instead of holding the key down.
But I'm still unsure how to animate.

It seems like the dt passed into the action is only a static value.  It doesn't update per frame as the updateFrame Function.  I tried to pass in a global variable from updateFrame, but that doesn't seem to work either. 

 
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