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MRKane
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Joined: 11 Dec 2008
Posts: 1080

 PostPosted: Mon Jun 01, 2009 7:17 pm    Post subject: Reply with quote Back to top

I don't care! Keep the thread alive!

Ok. Secondaries. I have no idea how they work, I only know that there's ONE (and only one) hole to put another 05 call in for the Tank chassis. I've discovered that anything I bung into that slot usually works for turning it into a secondary. If it doesn't, you end up with guns becoming bikes, bullet holes becoming jeeps, a tyre floating in the middle of the sky, weird polygons pointing everywhere...wtf bugs.

The model looks great! Now, if you wanna get inside it, it's going to need an interior, suddenly blowing out your polycount.

Might I suggest a bench seat.

I could flick you the tools I've developed (one for exporting verticies within a given range, the other for importing. One for moving offsets by a specified ammount, and the other by moving those above a value by a specified ammount) But they're worse than a hex editor.

So I'll suggest this: Make an interior, and try to halve the polycount. Make textures do the work in place of physical objects (I know it's bad form but in this case, it's necessary). Work on making the bumpers only one stip of polys, removing anything that's not a sharp point (ie. around the mud-guards). Cut out holes for the windows and put a poly layer in there - because they need a secondary call, textures don't seem to work properly when given an option. Try to use in-game textures in the place of ones that you've made or EVEN BETTER: replace the tank textures blow for blow. The main reason for this is that the Editor isn't as efficient as the origional goldeneye models, and the round trip can add 25% more verticies & face data as before (this also means it loads slower, but it seems to preform faster on-screen). Funny stuff happens to a game when you tinker with it like this. Supposing you go with the 200 poly model, I don't know what'd happen, it's going into WTF territory.

Or I could try and write a tut.
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monkeyface
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Joined: 05 Apr 2008
Posts: 275

 PostPosted: Tue Jun 02, 2009 5:08 am    Post subject: Reply with quote Back to top

Tutorial!

The car has been remade two times since I posted here, so I have different versions. The best solution would be to imitate the tank as much as possible. Approximately the same amount of total vertices, the same textures and so on.

If you'd place the seat position inside of the car, would you "float" through the car door and see it from inside, or would there be collision trouble? I'd LOVE to be able to sit inside it, following the road with your eyes through a dirty window, experience the surroundings from the car seat, blow past guards not giving them enough time to react, hear the roaring sound of the engine... Could you make the car go faster?
 
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Dragonsbrethren
Hacker
Hacker


Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Tue Jun 02, 2009 6:27 am    Post subject: Reply with quote Back to top

monkeyface wrote:
Could you make the car go faster?

Ooh, I can answer this one! You can with Zoinkity's Tank! patch. You can also change how far you can look up/down and the sounds used for engine start, idling, acceleration, and hitting someone. You could make a very convincing car using it. The only thing you can't change (yet) is the turret spin speed, but I think the current speed would be fine.
 
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MRKane
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Joined: 11 Dec 2008
Posts: 1080

 PostPosted: Wed Jun 03, 2009 7:40 pm    Post subject: Reply with quote Back to top

You have to remember that the editor blows things out a bit when it converts them into models. There is way more vertex data, and that can be killer sometimes.

As for the clipping: I'm not that clued up yet about modifying clipping, but it would remain about the same. You'd clip through the model and into the position inside. Once in the driving location it could be resized (as have been done with all the custom vehicles) to make the player sit in the seat. Really for this we'd want to alter the turret location, and the player seated location so that you don't rotate around a centre point when you twist left or right.

I'll try and write a tutorial over the next few days, and i've also sent you a PM Monkeyface - hopefully that'll help.

hey! Dragon! you're one post away from 1337 posts! Way to go, that'll deserve a screenshot. Almost needs a thread of it's own!
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Dragonsbrethren
Hacker
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Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Thu Jun 04, 2009 6:21 am    Post subject: Reply with quote Back to top

MRKane wrote:
hey! Dragon! you're one post away from 1337 posts! Way to go, that'll deserve a screenshot. Almost needs a thread of it's own!

Good idea:

http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=3876
 
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