Author Topic: The new and improved 3D model topic!  (Read 4658751 times)



I can't get the walking animation to look good without skippy frames.
:C

It's a loving ram. Do you see the Bull's head on the front, or are you just trying to be sarcastic?
Lol thats a bulls head?


So... My snowmobile has this problem where if it touches water, it has a massive seizure and kills the game/PC

I've tried messing with stuff and nothing worked, what do i do? :c


Your drag is too high
15.0? How am i supposed to have it turn good without it wobbling all over the place then? :(

Code: [Select]
// support stuff for the SnowMobile vehicle
exec("./SnowMobile_Tire.cs");
exec("./SnowMobile_Explosion.cs");
exec("./SnowMobile_FinalExplosion.cs");
exec("./SnowMobile_Spring.cs");

datablock WheeledVehicleData(snowmobileVehicle)
{
category = "Vehicles";
displayName = " ";
shapeFile = "./snowmobile.dts"; //"~/data/shapes/skivehicle.dts"; //
emap = true;
minMountDist = 3;
   
   numMountPoints = 1;
   mountThread[0] = "sit";

maxDamage = 200.00;
destroyedLevel = 200.00;
speedDamageScale = 1.04;
collDamageThresholdVel = 20.0;
collDamageMultiplier   = 0.02;

massCenter = "0 0 0";
   //massBox = "2 5 1";

maxSteeringAngle = 0.9785;  // Maximum steering angle, should match animation
integration = 4;           // Force integration time: TickSec/Rate
tireEmitter = VehicleTireEmitter; // All the tires use the same dust emitter

// 3rd person camera settings
cameraRoll = false;         // Roll the camera with the vehicle
cameraMaxDist = 6;         // Far distance from vehicle
cameraOffset = 5;        // Vertical offset from camera mount point
cameraLag = 0.0;           // Velocity lag of camera
cameraDecay = 0.75;        // Decay per sec. rate of velocity lag
cameraTilt = 0.4;
   collisionTol = 0.1;        // Collision distance tolerance
   contactTol = 0.1;

useEyePoint = false;

defaultTire = snowmobileTire;
defaultSpring = snowmobileSpring;
//flatTire = snowmobileFlatTire;
//flatSpring = snowmobileFlatSpring;

   numWheels = 4;

// Rigid Body
mass = 500;
density = 5.0;
drag = 15.0;
bodyFriction = 0.6;
bodyRestitution = 0.6;
minImpactSpeed = 10;        // Impacts over this invoke the script callback
softImpactSpeed = 10;       // Play SoftImpact Sound
hardImpactSpeed = 15;      // Play HardImpact Sound
groundImpactMinSpeed    = 10.0;

// Engine
engineTorque = 25000; //4000;       // Engine power
engineBrake = 2000;         // Braking when throttle is 0
brakeTorque = 50000;        // When brakes are applied
maxWheelSpeed = 30;        // Engine scale by current speed / max speed

rollForce = 900;
yawForce = 600;
pitchForce = 1000;
rotationalDrag = 0.2;

   // Advanced Steering
   steeringAutoReturn = true;
   steeringAutoReturnRate = 0.9;
   steeringAutoReturnMaxSpeed = 10;
   steeringUseStrafeSteering = true;
   steeringStrafeSteeringRate = 0.1;

// Energy
maxEnergy = 100;
jetForce = 3000;
minJetEnergy = 30;
jetEnergyDrain = 2;

splash = vehicleSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 1.4;
splashEmitter[0] = vehicleFoamDropletsEmitter;
splashEmitter[1] = vehicleFoamEmitter;
splashEmitter[2] = vehicleBubbleEmitter;
mediumSplashSoundVelocity = 10.0;   
hardSplashSoundVelocity = 20.0;   
exitSplashSoundVelocity = 5.0;

//mediumSplashSound = "";
//hardSplashSound = "";
//exitSplashSound = "";

// Sounds
//   jetSound = ScoutThrustSound;
//engineSound = idleSound;
//squealSound = skidSound;
softImpactSound = slowImpactSound;
hardImpactSound = fastImpactSound;
//wheelImpactSound = slowImpactSound;

//   explosion = VehicleExplosion;
justcollided = 0;

   uiName = "Snowmobile";
rideable = true;
lookUpLimit = 0.72;
lookDownLimit = 0.72;

paintable = true;
   
   damageEmitter[0] = VehicleBurnEmitter;
damageEmitterOffset[0] = "0.0 0.0 0.0 ";
damageLevelTolerance[0] = 0.99;

   damageEmitter[1] = VehicleBurnEmitter;
damageEmitterOffset[1] = "0.0 0.0 0.0 ";
damageLevelTolerance[1] = 1.0;

   numDmgEmitterAreas = 1;

   initialExplosionProjectile = snowmobileExplosionProjectile;
   initialExplosionOffset = 0;         //offset only uses a z value for now

   burnTime = 4000;

   finalExplosionProjectile = snowmobileFinalExplosionProjectile;
   finalExplosionOffset = 0.5;          //offset only uses a z value for now

   minRunOverSpeed    = 4;   //how fast you need to be going to run someone over (do damage)
   runOverDamageScale = 8;   //when you run over someone, speed * runoverdamagescale = damage amt
   runOverPushScale   = 1.2; //how hard a person you're running over gets pushed

   //protection for passengers
   protectPassengersBurn   = false;  //protect passengers from the burning effect of explosions?
   protectPassengersRadius = true;  //protect passengers from radius damage (explosions) ?
   protectPassengersDirect = false; //protect passengers from direct damage (bullets) ?
};

I can't get the walking animation to look good without skippy frames.
:C
i've had that same problem myself... sorta kinda.

best guess (blender) is go to the scene (f10) and make sure the start/stop numbers are correct (not 100% sure what you would do if its got multiple animations... but i think i might remember reading about how you align them all so that it finishes one animation and goes into the next when you hold the right arrow... [/ramble])







IMO; it's ugly as forget tell me how to fix it :/

dammit any



stop making me want to outdo you

asdf?

IMO; it's ugly as forget tell me how to fix it :/

IMO; it's hot as forget



Less forgeted up, I guess...


Oh my god it's so cute. <3



IMO; it's ugly as forget tell me how to fix it :/
Ahhh, Now it's just too short.

Ahhh, Now it's just too short.
That's generally Any's style of modeling.

That's generally Any's style of modeling.
I know, but his other short weapons looked good.
This one is just a tad too short in my opinion.