Vehicle entry points, need help! [message #376347] |
Sun, 15 March 2009 16:52 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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I have actually no clue on how the vehicle entry points work / how to set it up properly. Mostly I have been working on vehicles the same size as a renegade vehicle.
Here is the vehicle in question I have moddeld a P1000 which was a german WO2 concept. It has never been builded in real-life.
I think the suspension settings might influence it.
SpringConstant 60000
Dampingconstant 3000
Suspension length 3.00
I will reskin the vehicle lateron but atm I'm wanting to try out how it roles. Does anyone know what is wrong / what I should change?
Here a scale pic
[Updated on: Sun, 15 March 2009 16:53] Report message to a moderator
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Re: Vehicle entry points, need help! [message #376443 is a reply to message #376347] |
Mon, 16 March 2009 10:53 |
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danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
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General (5 Stars) |
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Open Medium Tank preset, look at how the entry and exit points are setup for that, in terms of size of the blue box compared to vehicle and position of character. Then apply that setup to your new preset.
And, FYI, they can be a right bugger to get working properly. It's mainly a case of trial and error in my experience...
[Updated on: Mon, 16 March 2009 10:54] Report message to a moderator
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Re: Vehicle entry points, need help! [message #376848 is a reply to message #376443] |
Fri, 20 March 2009 06:42 |
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Jerad2142
Messages: 3812 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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See the little havoc model, move him down so he is standing on the ground, and center him at 0.00,0.00,#. Then make sure the entry zone extends around the tanks world box.
For exiting, just make sure the soldier is standing outside the world box, and make the small blue zone just around him, the exit point should be level with the Z of the nearest seat bone (if no seat bone, #,#,0.00).
Origin bone's position doesn't really matter, I usually just place it at 0,0,0, that is also the point that the vehicle will rotate around (0,0,0 not the origin bone that is).
Visit Jerad's deer sweat shop
[Updated on: Fri, 20 March 2009 06:45] Report message to a moderator
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Re: Vehicle entry points, need help! [message #376852 is a reply to message #376347] |
Fri, 20 March 2009 07:41 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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Thanks for all the help Danpaul and Jerard!
I finally got in the tank at the moment I have placed it on a cargoblocker wich sticks just a bit out of the ground. I still have to make a custom camera for this tank. Here's a pic of me driving in it. (Well not much more to see then the tank )
[Updated on: Fri, 20 March 2009 07:43] Report message to a moderator
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Re: Vehicle entry points, need help! [message #376854 is a reply to message #376852] |
Fri, 20 March 2009 07:59 |
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Jerad2142
Messages: 3812 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Reaver11 wrote on Fri, 20 March 2009 08:41 | Thanks for all the help Danpaul and Jerard!
I finally got in the tank at the moment I have placed it on a cargoblocker wich sticks just a bit out of the ground. I still have to make a custom camera for this tank. Here's a pic of me driving in it. (Well not much more to see then the tank )
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Modifying cameras.ini doesn't really work unless it replaces the one in always.dat, GDI_Orca is the camera that extends furthest from the vehicle, and the camera extends from 0,0,0, so if you can't get the camera to have a good view point, move the vehicle down the z axis in RenX. Reexport, then move all the enter positions as well.
Visit Jerad's deer sweat shop
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