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These last years, the CWA Board assimilated what was archived from many old Carmageddon forums, including the whole of the Official Carmageddon.com Forums.
If you wish to merge any previous account you might have had with your new or existing CWA account, don't hesitate to reach out to us !
getting halftraks to work
getting halftraks to work
Well, i starteg a new model (a halftrack if ya must know )
Well, i want to get the tracks moving while driving,
I we been talking to some guys, but i haven figured out how it should work
The left halftrack has this component name (built by 3 parts) tanktrackL (and the right one is tanktrackR)
I used theese funks for the skin to "roll"
START OF FUNK
patrax1
constant
roll
controlled
13,7
no fucking lighting
no animation you cunt
NEXT FUNK
patrax2
constant
roll
controlled
14,8
no fucking lighting
no animation you cunt
and theese grooves (i dont know if i have to do this, but i was reading from the old panza thing and found some lines, well then i copied the lines and corrected the name of the groove)
NEXT GROOVE
TANKTRACKL.DAT
not a lollipop
constant
straight
absolute
0,0,0
15
0,1,0
no object
NEXT GROOVE
TANKTRACKR.DAT
not a lollipop
constant
straight
absolute
0,0,0
16
0,1,0
no object
But as you might notice i cant get the "tracks" to "roll" so i need some help.
Well, i want to get the tracks moving while driving,
I we been talking to some guys, but i haven figured out how it should work
The left halftrack has this component name (built by 3 parts) tanktrackL (and the right one is tanktrackR)
I used theese funks for the skin to "roll"
START OF FUNK
patrax1
constant
roll
controlled
13,7
no fucking lighting
no animation you cunt
NEXT FUNK
patrax2
constant
roll
controlled
14,8
no fucking lighting
no animation you cunt
and theese grooves (i dont know if i have to do this, but i was reading from the old panza thing and found some lines, well then i copied the lines and corrected the name of the groove)
NEXT GROOVE
TANKTRACKL.DAT
not a lollipop
constant
straight
absolute
0,0,0
15
0,1,0
no object
NEXT GROOVE
TANKTRACKR.DAT
not a lollipop
constant
straight
absolute
0,0,0
16
0,1,0
no object
But as you might notice i cant get the "tracks" to "roll" so i need some help.
"One chicken in a thousand is hatched near a road. One in every ten thousand of those ever tries to cross it. Half of them are run over by cars."
- Lumberjack
- road raged psycho
- Posts: 1520
- Joined: Sun Jul 09, 2000 4:00 pm
- Contact:
Re: getting halftraks to work
Hmm... should you not create 2 wheels, and then flat middle bits? I think that would work better... but don't forget to make suspension parts for the middle bit, so it moves with the rest... anyway, I hope that works.
Re: getting halftraks to work
maby, but i doubt that i need to create the 2 wheels.
the other stuff, i didnt realy understand that
the other stuff, i didnt realy understand that
"One chicken in a thousand is hatched near a road. One in every ten thousand of those ever tries to cross it. Half of them are run over by cars."
- Hellspawn73
- speed freak
- Posts: 578
- Joined: Thu Aug 24, 2000 4:00 pm
Re: getting halftraks to work
...damn these smilies suck...rest of the board i can handle but these guys are too flippin happy joy joy for death and destruction.
...you confusin the buggin game...the 13 and 14 you are referencing is suspension i'm guessing..it should look like i have on the MarkIV:
[font color="red"> START OF FUNK
MarkIVTrk
constant
roll
controlled
-1,8
no fucking lighting
no animation you cunt </font color>
replace your name with this and you should be good to go and also notice the way i have the controls referenced(there is no need for physically modelled wheels on a tank but since you are doin a half track make do as fit):
[font color="red">
-1,-1,-1,-1 // Left-front suspension parts GroovyFunkRef
-1,-1,-1,-1 // Right-front suspension parts GroovyFunkRef
-1,-1 // Left-rear suspension parts GroovyFunkRef
-1,-1 // Right-rear suspension parts GroovyFunkRef
-1,-1,-1,8 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS
-1,-1,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST
</font color>
...have fun (faggot smiley)
...you confusin the buggin game...the 13 and 14 you are referencing is suspension i'm guessing..it should look like i have on the MarkIV:
[font color="red"> START OF FUNK
MarkIVTrk
constant
roll
controlled
-1,8
no fucking lighting
no animation you cunt </font color>
replace your name with this and you should be good to go and also notice the way i have the controls referenced(there is no need for physically modelled wheels on a tank but since you are doin a half track make do as fit):
[font color="red">
-1,-1,-1,-1 // Left-front suspension parts GroovyFunkRef
-1,-1,-1,-1 // Right-front suspension parts GroovyFunkRef
-1,-1 // Left-rear suspension parts GroovyFunkRef
-1,-1 // Right-rear suspension parts GroovyFunkRef
-1,-1,-1,8 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS
-1,-1,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST
</font color>
...have fun (faggot smiley)
Re: getting halftraks to work
to hellspawn. as i said the numbers you refer to (13 and 14) i dont have any clue of what they mean... actualy i dont know what the hell to most of the "text" mean...
2 i dont have done anything known as suspension to the halftrack parts...
I just made 2 tracks (3 parts grouped into 1 per track) named tanktrackL and tanktrackR
the text i used i got it from the panza model...
<= must be the most gay smily at the moment on this board
2 i dont have done anything known as suspension to the halftrack parts...
I just made 2 tracks (3 parts grouped into 1 per track) named tanktrackL and tanktrackR
the text i used i got it from the panza model...
<= must be the most gay smily at the moment on this board
"One chicken in a thousand is hatched near a road. One in every ten thousand of those ever tries to cross it. Half of them are run over by cars."
- Lumberjack
- road raged psycho
- Posts: 1520
- Joined: Sun Jul 09, 2000 4:00 pm
- Contact:
Re: getting halftraks to work
I guess you could use animations for the tracks on all 3 parts. That wouldn't involve grooves at all then.
- The_Devils_Avocado
- motorised death
- Posts: 1091
- Joined: Sun Aug 25, 2002 4:00 pm
Re: getting halftraks to work
Originally Posted by Hellspawn
LMFAO! i would have expected no less.
...have fun (faggot smiley)
- Hellspawn73
- speed freak
- Posts: 578
- Joined: Thu Aug 24, 2000 4:00 pm
Re: getting halftraks to work
...heh....Kidz
- The_Devils_Avocado
- motorised death
- Posts: 1091
- Joined: Sun Aug 25, 2002 4:00 pm
Re: getting halftraks to work
sorry... 'old man'
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