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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 !
Groovy
Groovy
just somethink to make car better
Question: do u know any other groove???
if u do post here. thanks
grooves i know:
shear...............suspention
linear...............linear movement
spin................spin movement
harmonic..........pendulum movement
constant..........constant movement
distant.............moves only when seen
these two i dont know what they do exept that straight is used to brake pads
straight ?????
absolute ?????
if u know any other groove or somethink about these two
please post!
thanks
Question: do u know any other groove???
if u do post here. thanks
grooves i know:
shear...............suspention
linear...............linear movement
spin................spin movement
harmonic..........pendulum movement
constant..........constant movement
distant.............moves only when seen
these two i dont know what they do exept that straight is used to brake pads
straight ?????
absolute ?????
if u know any other groove or somethink about these two
please post!
thanks
Re: Groovy
Wow an interesting thread that no one ever replied to? I do not know of any new/other grooves. But I do have more questions regarding grooves.
I suppose I'll have to mock up something to throw into the game to test with, but:
- Can you use "controlled" instead of "constant" to increase/decrease spin rpm?
- Can you group multiple "grooved" objects onto a parent "grooved" object? i.e. larger spinning wheel with smaller spinning wheels attached or a wheel with a piston?
I suppose I'll have to mock up something to throw into the game to test with, but:
- Can you use "controlled" instead of "constant" to increase/decrease spin rpm?
- Can you group multiple "grooved" objects onto a parent "grooved" object? i.e. larger spinning wheel with smaller spinning wheels attached or a wheel with a piston?
- random_monkey
- motorized monkey
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Re: Groovy
1) Yes, as far as I'm aware, but it only goes to the speed of the car (I think) Unless it's a joint in which case it'd go with the turning I guess...
2) As far as I know - No... but I sure as hell wish it was possible
2) As far as I know - No... but I sure as hell wish it was possible
Re: Groovy
wow, those are quite usfull...
at first i noticed the "replyed to Defcon" and i thought that my long lost friend was back!
then noticed the date
at first i noticed the "replyed to Defcon" and i thought that my long lost friend was back!
then noticed the date
Haha Fuck you Kitteh
Re: Groovy
That'd be perfect, if the control was the same speed as the car for what I'm thinking, at least.
Didn't Ivan's car in C1 have a chainsaw that laterally slid left to right at the same time as it pivoted?
I must investigate further...
Didn't Ivan's car in C1 have a chainsaw that laterally slid left to right at the same time as it pivoted?
I must investigate further...
- random_monkey
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Re: Groovy
It did in C1, but I don't think they did it in C2... TTR released Ivan's car the other day, you can grab it at [url=http://thesprayshop.net">TSS[/url]. He says the blade on it moves, I've not had a look myself, but you could download that to take a look at the grooves I guess.
- C2 Scientist
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Re: Groovy
Sure, you can have fancy movement combos if you make a groove a child of another, hierarchy-wise... apparently you can't do this by using only CarEd AFAIK, since the hierarchy structure can't really be controlled in it like in Plaything. (you can only decide which components will be merged together upon compiling, I think)
Anyway, I made the test by applying a spin-groove on the separate rims-objects I have in the wheels of my Corvette... the rims were spinning when the car was stationary, and when the parent wheels started moving, the spinning of the rims maintained the 'relation' to the wheels, making the rim-movement appear more complex.
Anyway, I made the test by applying a spin-groove on the separate rims-objects I have in the wheels of my Corvette... the rims were spinning when the car was stationary, and when the parent wheels started moving, the spinning of the rims maintained the 'relation' to the wheels, making the rim-movement appear more complex.
- random_monkey
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Re: Groovy
Neat, well 'm glad you proved me wrong, it opens the door to fancier vehicles.
Imagine one of these babies on the back of a truck's trailer:
(The cars spin on the top of the arms, and then the arms all spin around)
Heh!
On a side note, you mention grooves in CarEd, but I didn't think grooves were possible in CarEd at all.
Imagine one of these babies on the back of a truck's trailer:
(The cars spin on the top of the arms, and then the arms all spin around)
Heh!
On a side note, you mention grooves in CarEd, but I didn't think grooves were possible in CarEd at all.
Re: Groovy
I did do a simple groove in CarEd, the spinning eyeball on the "Electric Eye", but C2S is probably right about not being able to do complex grooves in CarEd.
As soon as I finish up some skinning, I'll play around and see what I can do in CarEd.
As soon as I finish up some skinning, I'll play around and see what I can do in CarEd.
- C2 Scientist
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Re: Groovy
Well, I only meant organizing the hierarchy structure for more complex grooves that probably isn't possible to do in CarEd... of course you can model the bits and pieces alright.
- random_monkey
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- C2 Scientist
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Re: Groovy
On powerups? I don't think so, since they're not really part of the car. Besides, you would start a race without some parts defined in groove settings, and that might cause an error message.
Sure you can try, as it's possible to get the ball/chain component names for groove settings... but I wouldn't be too optimistic, and I myself can't think of much use for it all either.
Sure you can try, as it's possible to get the ball/chain component names for groove settings... but I wouldn't be too optimistic, and I myself can't think of much use for it all either.
- random_monkey
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Re: Groovy
Voi... perkele
I mentioned "trailer" in my previous post, and that got me thinking that a ball/chain with a trailer as it's model with supar weight and no links would make quite a better trailer if you could add controlled wheels on it. Ah well.
I mentioned "trailer" in my previous post, and that got me thinking that a ball/chain with a trailer as it's model with supar weight and no links would make quite a better trailer if you could add controlled wheels on it. Ah well.
- C2 Scientist
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- TTR
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Re: Groovy
As you all may now The Bear has 2 parts that move, the motor on that goes on the rail and the blade that hang onto the motor and spins on there.
I didnt have to look at anything i knew it kinda would work, i "grouped" the blade with the motor in PT2 as this:
frwheel
-motor
|-----blade
rrwheel
I just moved the blade an threw it into the motor hehe, so it moves on that motor no matter where it goes (sticks to it )
and ofcourse teh coding in the groove part
I didnt have to look at anything i knew it kinda would work, i "grouped" the blade with the motor in PT2 as this:
frwheel
-motor
|-----blade
rrwheel
I just moved the blade an threw it into the motor hehe, so it moves on that motor no matter where it goes (sticks to it )
and ofcourse teh coding in the groove part
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