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Messages - Night_Hawk

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1306
Modification Help / Animations playing at given speeds
« on: January 04, 2015, 02:43:44 PM »
I've been working on one of the main key features of the 3rd version of the Bolt; which was to make animated spoilers go up at given X speeds. However it hasn't been going so well because of how it turns out in-game:


Most of the beginning on spawn is correct. I made it in-code to where animated spoilers will animate themselves downwards when you spawn the vehicle. The spoiler when it's down is static; as in it doesn't rotate or move. In animations when transitioning up, the braking spoiler is revealed and the static spoiler hides and vise versa when going down. The braking spoiler is self explanatory. When the vehicle brakes, then the spoiler tilts like on a regular Veyron.

 

Yes I do know that in the front the lights are on and the taillights are off. This was on purpose because I had to remove the brakelight animations and toggable lights function temporary due to the fact that those functions may have been causing bugs that wasn't working along with this function.


The only problem with this is that the spoiler doesn't animate itself up when you're at X speed (X=# where if speed > X -> function). It stays down for the entire time and never animates up.




NightHawk, why can't you just hide those nodes using code instead of animations?

Mostly because CVS reasons. If I were to hideNode(Spoiler_A_D); (that's the static spoiler), when I select a different spoiler, or just click the wind spoiler again, I'm sure that that node that was just hidden will re-appear. That's why I use animations instead to hide those nodes to the original part for an advantage. I've done this before.



Here's the animations in the node editor. The problem for one thing that I've confirmed it's not the problem is animation order, but here's the order of animations for now:



If you can't see the markers, they're root:start, root:end, 164S-UP:start, 164S-UP:end, 164S-DOWN:start, and 164S-DOWN:end.

And here's the animation export settings all set up properly.





Here's the vehicle's code at this moment. I have modified it a bunch of times after experimenting with it and implementing options users have posted in this thread.

Bolt.cs

Code: [Select]

datablock TSShapeConstructor(Bolt_164_DTS)
{
baseShape  = "./Bolt 164.dts";
sequence0  = "./root.dsq root";
sequence1  = "./164SUP.dsq UP";
sequence2  = "./164SDOWN.dsq DOWN";
};


Code for importing animations.

Code: [Select]
function BoltVehicle::onAdd(%this,%obj)
  {
   Parent::onAdd(%this,%obj);
   %obj.hideNode(lhand);
   %obj.hideNode(rhand);
   %obj.hideNode(lhook);
   %obj.hideNode(rhook);
    
   %obj.playThread(0,DOWN);

   %obj.schedule(0,garageDefault);
  }

function wheeledVehicle::BoltSpeedCheck(%this, %obj)
{


     if(!isObject(%obj))
      return;

    %vehicle = %obj;
    
    %speed = vectorLen(%obj.getVelocity());
    if(!%vehicle.oldSpeed)
   %vehicle.oldSpeed = %speed;

    //Braking is not working currently
    //if(%vehicle.oldSpeed)
    //{
//if((%vehicle.oldSpeed - %speed) > 2) //Braking rate of speed in 500MS
//%applyBrakes = true;

//if(%speed < 1)
//%applyBrakes = false;
    //}

if(%speed < 0) //Keeps throwing random negative numbers when Aero is at dead stop
   %speed = 0;

%vehicle.oldSpeed = %speed;
//commandtoclient(%vehicle.getControllingClient(),'bottomprint', mFloor(%speed * 2) @"<color:FFFF00>BPS", 1);




//We use else if's so that it will find a true statement then skip the rest
if(%speed < 2) {
%vehicle.playThread(0,DOWN);
   }

else if(%speed > 65) {
   %vehicle.playThread(0,UP);
   }

//if(%applyBrakes)
//%vehicle.playAudio(1, AeroDrift);
//if(!%applyBrakes)
//%vehicle.stopAudio(1);

schedule(500,0,"BoltSpeedCheck",%this,%obj);
}
Functions for the Bolt. The first function hides the nodes for the hands (Hands On Vehicle Reasons) and then plays the down spoiler animation. The second function is where the problem somewhere in code is.



Basically from what I've said, I need help with this coding to where this happens:

X = already done and working thanks to me and you guys!

  • When spawned, the spoiler goes down [X]
  • At the given speed, the spoiler animates its way up, and hides the static spoiler. We can now have the option to see the brake animations while braking.[ ]
  • While the speed is greater than the starting given speed, we're able to use the wind brake. [ ]
  • When we've braked all the way to 0BLMPH, the spoiler goes down hiding the brake spoiler and showing the static spoiler, and braking animations on the brake spoiler are not visible. [ ]

1307
I have a little fun idea, for every car I release, I have the idea of making a showcase video for it, I mean not like an ad or anything, but one like when someone records a video showing the exterior, interior and in-depth details of it, something like this.
http://www.youtube.com/watch?v=Zzn6YSwyc3o
If you guys want that, I'll even build some car dealerships for each car brand for more detail, and add some cars parked in the background too! Of course being a shorter video than that.
That will be interesting. I'd like to see how those car dealerships go too.

1308
Modification Help / Re: Feet support for Support_HandsonVehicle?
« on: January 04, 2015, 01:36:16 PM »
Would it be too difficult to also include a shirt/pants color replacement for the car?
That would be interesting, but what do you think you would need it for though?

1309
Modification Help / Re: Feet support for Support_HandsonVehicle?
« on: January 03, 2015, 02:04:16 PM »
I'd think you would have to do more than just change the nodes to lfoot, rfoot, lpeg, and rpeg.
All I needed is lfoot, rfoot, lpeg, and rpeg for the bikes I'm making.

1310
Nice job on those cars! I remember using the Suzuki back in Gran Truismo 3

1311
Modification Help / Re: Strato's Proof of Concept
« on: January 02, 2015, 05:49:28 PM »
Very interesting, but fantastic work!

1312
Modification Help / Re: Feet support for Support_HandsonVehicle?
« on: January 02, 2015, 05:48:31 PM »
I'm terribly sorry.
I have indeed been contacted about such a thing before and while it is easy, i just haven't really had the time to work on it.
I think i have some time soon and since demand got a bit more, i'll see what i can do.
I am thinking of ways to easily make it possible to basically add every node possible (or whatever you need) to vehicles.
Sounds weird, but hey, why not.
Hey no problem! We can be patient like we always have been right? I just need the feet nodes for my bikes, but it would be interesting for the other nodes to be implemented too. Could you just make a copy of HOV's script and replace all the functions to hide all the given lhand, rhand, lhook, and rhook and replace them with lfoot/peg etc.?

1313
That would be the problem yes. I recommend using the 32 bit version. That error is probably fixable but takes a lot of work. Besides for lowpoly modeling there is no distinguishable difference between the 32 and 64 bit versions.

I have your 32 bit download I believe for an alternative, it works ok but it has some bugs while being on this type of OS anyways. They're not bugs like crashing blender or anything, but they make things look weird but then you can fix them.

1314
This is the latest thread: http://forum.blockland.us/index.php?topic=238380.0
I just tested and all the links still work.

Just downloaded the Blender 2.49b with preinstalled Python and the latest DTS Exporter. Same as above except 64bit. in the first place. Doesn't work. Could it be because I have Windows 8.1?


Nice try zedrow...

blender.exe is the correct file. I believe blenderplayer.exe is some internal Blender animation player. The 64 bit version works on my computer so double check that your system is actually 64 bit.
My system IS 64-bit. Proof:


1315
Modification Help / Re: NightHawk's Vehicles Topic!
« on: December 31, 2014, 03:07:52 PM »
That kind of animation only works well when you're on a slow speed trying to maneuver the car or to park somewhere, you just don't turn the wheel that much on high speeds
Pretty much, or don't steer it too fast.
Nice job, I like the Push-Pull thing, its kinda like Teneksi's Crown Victoria's hands moving up the steering wheel when you turn.
I added it since I don't believe power steering was implemented back in 1970 when this was made.

1316
Modification Help / Re: Feet support for Support_HandsonVehicle?
« on: December 31, 2014, 02:14:27 PM »
I asked lordican (which I believe made HOV (friends told me to ask him)) a while back asking for that for my American Speedster Quadracycles to have the feet on the pedals for pedal animations. He did respond a long time ago but it never happened, but yea just like Greek2Me said:

It's best to contact the creator.

1317
Modification Help / Re: NightHawk's Vehicles Topic!
« on: December 31, 2014, 02:11:09 PM »
I said I made progress, but never showed it, but here's the photos to prove it!




A new steering animation which I call "Push-Pull" has been added. Steering may happen fast, but remember keep it fluid and gradual graceful!

   

Due to multiple complaints throughout the time it was implemented, most of the neons were removed and replaced with a grey material. What's in white is what remains.

   

RV mirrors and sun roof was also added.



And hey! where did my spoiler go!?

   

Camera adjustments were also made on both vehicles.

1318
If you still need it I can probably get you the .blender folder in my %APPDATA% folder, and then you can just install the 64 bit version and replace your .blender folder, and it should work.
Do you think you can pm me what you're talking about and maybe you and I can talk on steam to set it up?

1319
I'd say both because there's some cars that you can just easily release I.E the Evasion, and then there's some things like the motorcycle pack and bus pack that can be released in a pack.

1320
Modification Help / Re: NightHawk's Vehicles Topic!
« on: December 26, 2014, 01:41:52 PM »
ok. was kinda thinking nighthawk would answer,
Ok, you need to stop. I would say the same thing as Cool. It will come out WHEN IT'S DONE

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