Vehicle for Jurassic Park TC !
#1 Posted 16 May 2009 - 09:58 PM
http://www.youtube.c...h?v=6jrv-bLuLPE
Soon : car impact, damage, stunt, and 3 seats for passenger
#2 Posted 16 May 2009 - 11:34 PM
Muelsa, on May 16 2009, 10:58 PM, said:
http://www.youtube.c...h?v=6jrv-bLuLPE
Soon : car impact, damage, stunt, and 3 seats for passenger
Well that's easily the best vehicle ever made for EDuke32. It's great how you have the wheels turning and changing angles on the model, too. The physics look great, and I'm sure you'll make it even more impressive.
If I had gone to that much trouble for the vehicle, I would be tempted to make a racing mod as a spinoff of the main project.
EDIT: Excellent camera work, too. Of course, it helps that it's all outdoors and you don't have to worry too much about the camera going behind walls and whatnot.
Don't be surprised if Commander starts begging you for the vehicle code .
This post has been edited by DeeperThought: 16 May 2009 - 11:42 PM
#4 Posted 17 May 2009 - 12:13 AM
#5 Posted 17 May 2009 - 03:06 AM
#6 Posted 17 May 2009 - 03:41 AM
Must have taken a while to code.
Im going to enjoy playing through this TC when it's released!
#7 Posted 17 May 2009 - 04:23 AM
I think DT has competition now. "code wise"
#8 Posted 17 May 2009 - 04:29 AM
zchri9, on May 17 2009, 03:41 AM, said:
LOL, yeah the hardest to do was to ensure that the model of player follow the model of the car at the same time. I do not know exactly how, but I managed. but the log tells me errors :
Line 610, getactor: tried to get xvel on invalid target sprite (-1) from spr 3384 pic 1405 gv nearvehiclejeep
Line 611, getactor: tried to get yvel on invalid target sprite (-1) from spr 3384 pic 1405 gv nearvehiclejeep
Line 612, getactor: tried to get zvel on invalid target sprite (-1) from spr 3384 pic 1405 gv nearvehiclejeep
Line 516, getactor: tried to get x on invalid target sprite (-1) from spr 3384 pic 1405 gv nearspriteELECLIP
Line 517, getactor: tried to get y on invalid target sprite (-1) from spr 3384 pic 1405 gv nearspriteELECLIP
Line 518, getactor: tried to get z on invalid target sprite (-1) from spr 3384 pic 1405 gv nearspriteELECLIP
Line 605, getactor: tried to get sectnum on invalid target sprite (-1) from spr 3384 pic 1405 gv nearvehiclejeep
Line 606, getactor: tried to get ang on invalid target sprite (-1) from spr 3384 pic 1405 gv nearvehiclejeep
Line 607, getactor: tried to get x on invalid target sprite (-1) from spr 3384 pic 1405 gv nearvehiclejeep
Line 608, getactor: tried to get y on invalid target sprite (-1) from spr 3384 pic 1405 gv nearvehiclejeep
Line 609, getactor: tried to get z on invalid target sprite (-1) from spr 3384 pic 1405 gv nearvehiclejeep
Line 610, getactor: tried to get xvel on invalid target sprite (-1) from spr 3384 pic 1405 gv nearvehiclejeep
Line 611, getactor: tried to get yvel on invalid target sprite (-1) from spr 3384 pic 1405 gv nearvehiclejeep
Line 612, getactor: tried to get zvel on invalid target sprite (-1) from spr 3384 pic 1405 gv nearvehiclejeep
Line 516, getactor: tried to get x on invalid target sprite (-1) from spr 3384 pic 1405 gv nearspriteELECLIP
Too many errors. Logging errors stopped.
anyway it works
#9 Posted 17 May 2009 - 10:06 AM
#10 Posted 17 May 2009 - 11:47 AM
#11 Posted 18 May 2009 - 10:56 AM
TX, on May 17 2009, 12:47 PM, said:
I have solved the problem, log is now clean.
When i finished with this car, I thought to add a bike for Duke
#14 Posted 18 May 2009 - 02:50 PM
TX, on May 17 2009, 03:47 PM, said:
hey man, if it doesn't crash, it works.
Nice that you fixed those errors. I really like how this mod is shaping up. This looks really cool.
#15 Posted 18 May 2009 - 05:19 PM
This post has been edited by Hendricks266: 18 May 2009 - 05:20 PM
#16 Posted 18 May 2009 - 11:16 PM
#17 Posted 18 May 2009 - 11:30 PM
The attention to detail with the model (having the driver look behind himself) is really nice. I really wish I could model!
Also, how do you people take such clear video? There needs to be a guide on how to make good looking youtubes because mine always suck the fat one.
#18 Posted 18 May 2009 - 11:36 PM
#19 Posted 18 May 2009 - 11:36 PM
msleeper, on May 19 2009, 12:30 AM, said:
#21 Posted 19 May 2009 - 01:59 AM
Spiker, on May 18 2009, 11:36 PM, said:
I realy like your idea, i think remake e1l1 map and adding roofs at the begin.
Hendricks266, on May 18 2009, 05:19 PM, said:
To make a plane, there is a problem, a plane will fly high and fast in a large map ... Eduke bug and fps rate go down when the distances to display is too far...
first pic, ok........... second pic, flight limit altitude.............. third pic bug and 2 fps.............
i have used the maximum space to make my map ; Grid limits
editorgridextent = 512000 lol 15 minutes to get from one side to another
I still have much to add to the map ...
#22 Posted 19 May 2009 - 03:23 AM
I would really like to see something like that because i really got into the skycar of DukePlus lately...
Maybe you could edit the maximum flying height somehow.
Another question:
Does the entire game take place in several parts of this huge map or will there be more maps?
This post has been edited by chicken: 19 May 2009 - 03:52 AM
#23 Posted 19 May 2009 - 06:58 AM
chicken, on May 19 2009, 03:23 AM, said:
I would really like to see something like that because i really got into the skycar of DukePlus lately...
Maybe you could edit the maximum flying height somehow.
flying saurus it's ready
I would add no helicopter or plane because it is not funny and frustrating not being able to fly over the mountains. For against, I thought adding helicopters uncontrolled like fly in WoW to get the player at a specific location. Or, a controled hang glider or paraglider , which starts at the top of a mountain which prevents the player from taking too much altitude but remaining fun
chicken, on May 19 2009, 03:23 AM, said:
Does the entire game take place in several parts of this huge map or will there be more maps?
For now 2 episodes (Isla nublar park location) and (Isla Sorna siteB) with 3 map per episode
#24 Posted 19 May 2009 - 08:04 AM
#25 Posted 19 May 2009 - 09:15 AM
Usurper, on May 19 2009, 08:04 AM, said:
All sprite/actor in this mod become invisible when player is too far.
moreover, it would be good if it is done automatically in Eduke & Mapster.
#26 Posted 19 May 2009 - 09:30 AM
#27 Posted 19 May 2009 - 10:55 AM
The Commander, on May 19 2009, 10:30 AM, said:
I make sure that it does not decrease less than 25fps. In my map I separate the game in many areas, they can never see 2 large areas at the same time , but still leaving a passage from one area to another. but what helps a lot for the fps is this small code. it simply make invisible the sprite at the desired distance, without it, the fps are killed. with this i can add a lot of trees palm grass...
useractor notenemy GRASS findplayer playerdist ifvarl playerdist 50000 { setvar grasscstat 64 setactor[THISACTOR].cstat grasscstat } else { setvar grasscstat 32768 // make grass invisible if player distance are greater than 50000 setactor[THISACTOR].cstat grasscstat }
the disadvantage is that it works only during the game and not in mapster which makes construction more difficult and slow without a very good pc
#28 Posted 19 May 2009 - 10:59 AM
Muelsa, on May 19 2009, 10:15 AM, said:
I'm not so sure about that. Some models/sprites are important and should not disappear at any distance. I know at least one user map where there are some giant models in the distance and it would ruin the experience if they disappeared.
#29 Posted 19 May 2009 - 11:06 AM
One of the only upcoming mods to be watched when it comes to EDuke32 stuff. Please keep us updated!
#30 Posted 19 May 2009 - 11:16 AM
DeeperThought, on May 19 2009, 10:59 AM, said:
yes but we would need to adjust the distance at which you want to make sprite invisible ...or set the sprite allways visible.. in my mod you will never see the sprite disappear because it is already too far away and hidden by the fog. Until the map is not fully enlightened nobody will be close enough to see it disappear, Anyway it could be useful for mapster.
Or fade out gradually with level shading.. ? like some games
This post has been edited by Muelsa: 19 May 2009 - 11:26 AM