Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - mrwallace888

Pages: 1 2 3 [4] 5 6 7 8 9 ... 21
47
Suggestions & Requests / Minecraft's "copy block" system.
« on: March 07, 2021, 01:20:35 AM »
There's a thing in MC, middle-click, I think, where it adds the block you're looking at to your inventory.

Could be useful for Blockland, most definitely. Also one where it copies the color you're looking at.

48
Gallery / Re: City of Corryton
« on: March 06, 2021, 08:21:02 PM »
Does Blockland support the use of Normal Maps? It'd probably help with the plastic-y look of everything.

49
Suggestions & Requests / Support_GaugeClusters concept
« on: March 06, 2021, 06:18:32 PM »
Well, we've achieved engine sounds with gears. But now I thought of something else.

Gauges?

So, I know we've got a car or two that actually already have working speedos, there's Teneksi's Crown Vic, and I think that one guy's Amarok also had it (don't remember). The thing though was that only the speedometer would work, and it was also functional with only fixed positions that it snapped to on the gauge based on wheel speed.

So here's what I'm wondering. Is it possible to add dynamic gauges? Like let's say we took Filipe's Tutto. The tachometer and speedometer would have their own animations from 0 to max (idle to redline for the tachometer, and 0 to whatever the top speed is for the speedometer), and the wheelspeed/gearing would move them dynamically rather than just with fixed positions. This could probably just be included with the car in itself without the need of a support mod, like how the Tutto has shift animations.

For the tachometer, my assumption is that that would be configured the same way as sounds are configured with Support_EngineSounds, like it switches gears at defined wheelspeeds (let's say a five-speed car would have wheelspeeds configured at "0 20 40 60 80" just for simplicity's sake).

In the configuration of the car's engine sounds and tachometer, max pitch would define the pitch of the engine sound when the tachometer is at redline. Let's say I have a max pitch of 1.0, and the gears are switched at pitches less than that. In this regard, gears that shift at a pitch of 1.0 will shift at redline, gears that shift below 1.0 will shift before they hit redline.

Speedometer could be configured by the car, easily. Because that's just wheel speed and that's all you'll really need to configure.

If you're wondering how the animation stuff will work, I have an idea. In Grand Theft Auto V, driving animations, when played back, show the player model turning all the way from the left to all the way to the right, and that's it. So my assumption is that the way they do it is that the playback marker is in the center of the animation's timeline, when you're not turning in either direction. Then it'll scrub the timeline left or right depending on how much you turn and in which direction (i.e. turning left scrubs the timeline left, turning right scrubs the timeline right).

It would be the same in this regard. The tachometer and speedometer's timelines show them going from min to max, and then the timeline is scrubbed to the right when accelerating or scrubbed to the left when decelerating. For the tachometer, it scrubs to the right when accelerating then goes to the next gear and scrubs back to the left.

I know this is hella complicated, but I'm proposing an idea and setting a foundation of some kind. For all I know I could be saying bullstuff, and I probably am. :P

50
Kewl.

For the Challenger, what is its brand going to be? Do we have a fictional Dodge, yet? I can do a quick logo design or something for one if needed.

51
Help / Anyone have Akiharu Touge?
« on: March 05, 2021, 04:01:13 PM »
The download link to the save file is long gone. Anybody else have it? Did anyone work on it some themselves and improve on it?

52
Gallery / Re: City of Corryton
« on: March 05, 2021, 04:00:00 PM »
Quote from: SwiftHyena2593
At this point I might as well make a seperate thread in Modification Help for this stuff.

Probably should.

53
Suggestions & Requests / Re: gm_highway/gm_bigcity/gm_fork static map?
« on: March 05, 2021, 12:20:13 AM »
Unfortunately he does not release anything he makes
Well, he might. He released Cambridge, and I'd assume he'll release that Oahu thing when it's finished or near completion.

54
Added more sounds for vehicles.

Up next, the Cordillera and the Carrera and its respective variants.

-All cars have engine sounds (Cordillera has a V8, Carrera has an F6), and the Carrera's Turbo and Widebody variants have higher-rev engines.
-Cordillera's gears have a transition delay, to simulate an automatic gearbox/slushbox.

Was gonna make a sound variant for the Hydric but Filipe's already got the Hydric sounds in the works, so I'll just wait instead. If requested I could just make a version that uses the engine sounds of the original Hydric.

I'm sure more of Filipe's cars will be getting the engine sound treatment but these are just ways of "tying things over" in the meantime. I have been given Filipe's permission to make these. :P

(Links have been temporarily removed by request to Filipe, just so these versions don't get mixed up with updated cars, plus they're getting sound updates anyways. But I sent him the sounds if he wants to use them.)

55
Suggestions & Requests / Re: gm_highway/gm_bigcity/gm_fork static map?
« on: March 04, 2021, 09:48:32 PM »
Yeah I don't know how complex this sorta thing is. My assumption is that static maps were basically one giant .obj or something with collisions added, so you could just take a map from Source, port it into an object, and then throw it in that way.

56
Gallery / Re: City of Corryton
« on: March 04, 2021, 09:47:31 PM »
That's cool. If you were gonna do Oahu I figured you could also just take the map from Test Drive Unlimited 1 or 2. :P

Cambridge is pretty alright. Collisions are wonky but like you said you lost the files or something so you released it as is. I wonder if maybe at some point you could somehow work on it again or something. Don't get why the collisions are wonky anyways, I never used Blender or anything like that but my assumption was that there's a plugin or program or something that could auto-generate collisions anyways. Unless it's like... a limitation or something (like collisions in BL can only have so many vertices, or that collisions are too performance-intensive, so you make them where it matters, etc.). To which in that regard it'd make sense. Or if Cambridge was given working lights and stuff (but idk if that's possible with maps or if you have to build them yourself with bricks).

Something I'd look forwards to though would be something like porting maps from Garry's Mod (such as bigcity or highway, or even fork somehow idk, or just smaller city/race maps like EvoCity) or bringing back old BL maps. I heard NYC was pretty big. :P

I don't know, just some suggestions. But those pictures are looking really damn cool. I wonder how performance is, I mean I'd assume it's not too bad because terrain looks flat and everything's rather minimalistic.

I know I'm an impatient forgeter (because time's slow lol) but if one of these days something in this regard could be released as an "open-beta" or something, where it's at least playable or testable or something, it'd be neat to have.

Regardless, amazing job on all this. I guess I'm partly upset because I was really hoping this static map stuff would like... you know... take off, and we'd be getting all sorts of crazy maps. I myself have been looking for a really good driving/city map of some kind that's decent in size and the like, so I'm especially happy about that Oahu thing. I just wonder if integer accuracy will be an issue with it (in just about every game engine, the further you get from the origin, the more jittery and violently shaky things begin to get).

In the meantime, does anyone know if there's a way to port static maps to that static map mod (the one that came with Bedroom and Asteroids and all that)? It'd be nice to pick maps with a dropdown in the Environment menu instead of having to enable it and restart a server.

57
Suggestions & Requests / Re: gm_highway/gm_bigcity/gm_fork static map?
« on: March 04, 2021, 08:20:07 PM »
Well about gm_highway? There was two versions, one was up in the sky and the other in a desert.

This doesn't include the map skybox. I figured at least the sky version would be possible since that one just needs the highway roads + support beams.

I mean keep in mind we have the Cambridge map, and that's fairly big with okay collisions, so I don't know necessarily how limited maps in Torque can be.

58
Suggestions & Requests / gm_highway/gm_bigcity/gm_fork static map?
« on: March 04, 2021, 06:56:22 PM »
I made this thread a while back but it's too old to reply to. Would this be possible? Some people say it'd be performance intensive or look ugly but we can't necessarily say for sure unless someone tried making them.

Or didn't BL have a NYC map? Can we port that somehow?

59
Hey if you guys want it, I added sounds to the Hachiroku and its respective variants.

-All cars have engine sounds (stock 4A-GEU 16 Valve), with the Bosozoku variant having a custom race engine sound.
-Engine torque has been slightly reduced to accomodate for gearing.

60
Know anything about editing engine sounds with the console? Or do I have to do that manually with the .cs file?

Pages: 1 2 3 [4] 5 6 7 8 9 ... 21