Poll

What style of vehicle you would like to see more?

Modern expensive cars
6 (15.4%)
Early 2000's or 90's generic cheap cars (sedans or so on)
6 (15.4%)
Specific cars for specific purposes (Mail or ice cream van for example)
6 (15.4%)
60's luxury Cars
2 (5.1%)
70's whatever Cars
5 (12.8%)
80's iconic Cars
3 (7.7%)
Racing Cars (NASCAR, Le Mans, stuff like that)
3 (7.7%)
Eastern European Old Cars (Trabant or Lada vehicles for example)
1 (2.6%)
War Vehicles (yes that's right)
3 (7.7%)
Boats (not sure how I'll be able to do it but we'll see)
3 (7.7%)
Planes
1 (2.6%)

Total Members Voted: 39

Author Topic: Filipe1020's Development Topic - LOCKED (Move to the Add-Ons Topic)  (Read 325879 times)

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Animated speedometers would be possible but would require a lot of animations. Possibly, single-frame animations. Of course, either this would need a great number of nodes, or it would take up an animation slot, which are very valuable to those who seek working doors.

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I remember talking about speed-dependent animations for vehicles with Trigun a while ago. He said that this version of Torque does not support animation scaling, something which would be essential for working dials.

Damit! It would be nice if Blockland then would get a remake on a newer torque engine supporting this.

Damit! It would be nice if Blockland then would get a remake on a newer torque engine supporting this.
We all do.

I remember talking about speed-dependent animations for vehicles with Trigun a while ago. He said that this version of Torque does not support animation scaling, something which would be essential for working dials.
Well, at the very least, we can approximate it with hide/unhideNode and the help of speedchecks. The dial could jump around to the nearest 5 BPS. Better than nothing?

We could also use a seven-segment display for a digital speedo which would take 21 nodes but could display any number up to 999

the extra goody to add to blinkers is to make a flashing orange light at a given bone location.

I really should try this out; I think it could be done.
It could be done, based on the new system Port helped me with for more reliable lights, but it would also give an expectation for a red light with brakes, and you'd end up spawning 6 bots whenever a vehicle spawned.

Besides, for most of my driving experience, brake lights and signal lights don't have a huge effect around them. They're just visible on the vehicle itself.

We only have a few lights to work with. I don't want to see distant lights start flashing when someone's turn signal is on.

I say keep light-shedding to headlights and emergency lights only.
« Last Edit: June 01, 2016, 01:46:48 PM by Teneksi »

Looks like all the good suggestions have been taken up. There is one thing I had thought about though a long time ago.

It was regarding the CVS, essentially. If you were to put a spoiler on lets say a Hydric, it would increase the handling but decrease the top speed. But that probably won't work because in order to do that you have to change the code..... What if we had a animation where someone would actually step into a vehicle?

Or would that only work with interactive vehicle support?

Well, it does seem like it might be possible to switch tires, meaning you could make the rear wheels more grippy after adding a spoiler... however, when changing wheels around, people occasionally get invalid packets. Plus, there's no way to reduce the top speed without having a different vehicle datablock.

I do have a couple ideas for performance upgrades, but they might not work at all. I'll have to try them when I'm working on something that isn't an emergency vehicle.

An animation for stepping into the vehicle could... slightly work? But it would be a great deal of effort for something which might always look real dumb, especially from the outside.

It would probably work up until the point where they have to actually step into the vehicle. Then they'd probably just warp through the car as they do now.

I don't know about you guys but I'm loving this discussion and see how many people are interested on the subject of new content for vehicles.

I'm just curious, but would it be possible to make the headlights turn like in some vehicles? (Real life vehicles of course). Also, you're not the only one enjoying this Filipe ;).
« Last Edit: June 01, 2016, 04:52:37 PM by DodgeViperAcr16 »

I'm just curious, but would it be possible to make the headlights turn like in some vehicles? (Real life vehicles of course). Also, you're not the only one enjoying this Filipe ;).
What do you mean by turning headlights?

We also need seat belts for a blockheads safety depending on the seat they're in. This could add an artistic look perhaps?

What do you mean by turning headlights?

We also need seat belts for a blockheads safety depending on the seat they're in. This could add an artistic look perhaps?
Probably turning headlights as in spotlights

What do you mean by turning headlights?

We also need seat belts for a blockheads safety depending on the seat they're in. This could add an artistic look perhaps?

What I mean is headlights that move from side to side as you turn the wheel, the headlights turn so you can see into the corner. https://www.youtube.com/watch?v=CBUYm5AghVI

seat belts
...
This could add an artistic look perhaps?
...

artistic look?


...

artistic look?
I meant like aesthetics? It auto-corrected to artistic on my phone earlier.

I don't know, I'm just saying it would be nice.



What I mean is headlights that move from side to side as you turn the wheel, the headlights turn so you can see into the corner. https://www.youtube.com/watch?v=CBUYm5AghVI
That could be possible. Vehicle developers can create some extra bones to go to the steering animation, and also animate the bones where the lights spawn in the functioning lights code if necessary.
« Last Edit: June 02, 2016, 10:31:11 AM by Night_Hawk »