Poll

Jacket's Car: Windshield Slope Preference

Original
6 (14%)
Adjusted
37 (86%)

Total Members Voted: 43

Author Topic: Teneksi's Vehicle Development — NEW CAR: Jacket's Car Released  (Read 6233 times)

Those roads you used, the curves. Can you send a link to that and that road map?!?
They are the curves that go with Siba's Advanced Roads. They are unfinished.

But.. but Eksi the shader switcher was mine :c

I think that might be a private add-on, good luck getting that from him.

I've seen those roads before, It looks like he maybe edited Advanced Roads brick addon.. I have Advanced Roads. I just like those curves...

Ah I thought so..
« Last Edit: July 07, 2014, 01:16:06 PM by Death The Kid »

But.. but Eksi the shader switcher was mine :c
Very sorry about that, I needed to release it for less awful shadows on the Chevy's sides, but I had no leads (especially not my own memory) on who gave it to me. Port couldn't remember whether he did or not.

I've made a new poll about the windshield slope on Jacket's car.

This is a problem I've noticed since before I knew how to model:


the windshield on this car is not very long.



This is particularly strange when you compare it to the back window.



Before I make any changes, I'd like to see what the general opinion is about this:


Should I keep the original top-down ratio, and leave it at the angle it is now?
This isn't a particularly ugly look, and it would be accurate to what is depicted from above (the only reference for what the car should look like)


OR

Should I translate a particularly convenient cluster of vertices back by 0.5?
This results in a sportier, longer windshield, which does not sacrifice head room, but does sacrifice some degree of accuracy to the game.

Please package OptionsDlg::setShaderQuality in your shader add-on. As of now it reverts the shaders to normal, which breaks that shader screenshot add-on.

Please package OptionsDlg::setShaderQuality in your shader add-on. As of now it reverts the shaders to normal, which breaks that shader screenshot add-on.
I can't do it

ZSNO did this, I don't really script things, so I have a really vague idea of what you want but I don't know where to put it and I don't want to spend the time to figure it out. You should do that and post the fix.

Please package OptionsDlg::setShaderQuality in your shader add-on. As of now it reverts the shaders to normal, which breaks that shader screenshot add-on.
You should do that and post the fix.

Please

I can't do it

ZSNO did this, I don't really script things, so I have a really vague idea of what you want but I don't know where to put it and I don't want to spend the time to figure it out. You should do that and post the fix.
Yeah, I'll just do it. Gimme a minute.

I've made a new poll about the windshield slope on Jacket's car.

This is a problem I've noticed since before I knew how to model:


the windshield on this car is not very long.

-snip-

This is particularly strange when you compare it to the back window.



Before I make any changes, I'd like to see what the general opinion is about this:


Should I keep the original top-down ratio, and leave it at the angle it is now?
This isn't a particularly ugly look, and it would be accurate to what is depicted from above (the only reference for what the car should look like)
-snip-

OR

Should I translate a particularly convenient cluster of vertices back by 0.5?
This results in a sportier, longer windshield, which does not sacrifice head room, but does sacrifice some degree of accuracy to the game.
-snip-

I'd go with the second version.


Fixed shader add-on:

https://www.dropbox.com/s/v4r7rblflkeoxy1/Shader%20switcher%20-%20unzip%20to%20Blockland.zip
You should take out that echo on line 80
Anyway thanks for making my script I threw together forever ago more compatible.

Door animations and translucent materials have not gone at all well. I'll be moving on to a different vehicle, and will return to Jacket's car when I get more information about using animation threads alongside steering and brakelight without screwing them up.

Door animations and translucent materials have not gone at all well. I'll be moving on to a different vehicle, and will return to Jacket's car when I get more information about using animation threads alongside steering and brakelight without screwing them up.
I tried this on my coronet and it forgeted up steering and brakelight on it :(