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Carlos85G

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Everything posted by Carlos85G

  1. Topic title changed to "Fan-Made DeLorean model" to avoid misunderstandings.
  2. It's a nice start, but you have to pay attention to the inside part. The three bars going to the center are kinda trapezoidal, solid and go all the way to the back, and the three cristal contacts that go above the plastic bars and relays are missing and so are some labels, but I think those aren't really necesary. Wires might be a little narrow, maybe it's just me. 10,000 faces?! I don't think the stock DeLorean has that many, so you might want to control the shapes so you know you're using as less as posible. Overall opinion: Nice work! , just research and remember the capabilities of your computer and the game engine you're going to work with.
  3. Useless topic. Been discused before. Closed.
  4. I've seen them. They might be 8-parted -hence the "kinda" on my last response-, but they're also incomplete. Check both pictures. You'll notice the missing part that should be over the taillights.
  5. They weren't wrong (well, kinda), they were incomplete. http://www.outatime.it/ritornoalfuturo/fra...amp;q=0&p=2
  6. I think I have all the measurements I need for a new DeLorean. And yeah, I'd have to start with the stock one. Thanks for the offer, chico. If I need anything I can't find by myself, I'll ask you for reference pics .
  7. Particles don't have any colission data, they'll go through anything as the cold steam appears randomly around the DeLorean; so, even if a no-steam zone is coded, you're still gonna see the particle coming from the roof go through and inside the car.
  8. I believe Sketchup converts the splines into polys, making each line a model. Happened with EMO's ALCO S-3, so maybe that's why the model gets that many polygons.
  9. Thanks About the lights, I meant all night textures (MM2 TGA), with rear, marker and head lights on. The bad thing is, all textures are treated to look nice at night. It's not something hard to fix, but it won't look the same.
  10. I didn't know about this conversion, but that's before the 0.2D model and it's giving credit, so I'm gonna let it pass. Speaking of the textures for the night headlights, I still have all that from 4 years ago, if you need them. Oh, and the shadows look better in MM2 because it was part of the model, just like a tire or a door. I really want to start with those new DeLoreans, looking at the awesome and extensive detail seen in this model (and yeah, I'm green with envy ), but my nights have been used for Real Life® issues . I hope to continue next week after I fix my other PC.
  11. It's in Planet Hollywood Honolulu and, like any other PH, the props have to be in a visible spot, but allowing the costumers to eat; so, what other place to put a DeLorean than the ceiling? Also, related to the confirmation: FFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-
  12. Carlos85G

    The Tutorial

    Off-Topic: I'd use every control in the DeLorean as any other car (I think a flying car has to be controlled exactly as a ground one -hence the term flying CAR-), and then, add pitch, roll, yaw and altitude -without changing pitch- to the steering wheel: Pushing In and pulling Out controls Pitch, pushing Up and Down controls Altitude, turning Left and Right controls Roll, pushing Left and Right control Yaw. That way, you wouldn't have to add any other buttons, levers or pedals (LOL @ the BTTF.com thread) to the mixture, making it easy to use and still mantaing the drivability of a car; also, these movements are intuitive and could help you avoid a colission with a flying taxi cab coming straight at you. I know we never saw Doc pushing or pulling the steering wheel, but I don't think Chris Lloyd was thinking on flying a plane when he was acting. On-Topic: Actions are really self-explanatory. Instructions will only be shown the first time you use a feature, kinda like 0.2D.
  13. The major thing, Time Circuit Display shape (I know, it was asked a long time ago); then, I'll check for something new
  14. I think I'll deal with those poly errors when I get to change some things on the models.
  15. They come and go. Most are dudes who just discovered the mod. Let's see if this one joins the majority.
  16. Grim, that kind of response was really necesary?. I mean, looks like he cannot speak English very well, but it's not like he's automatically a n00b.
  17. I'm going to change the title to "I want to help", seeing that's what you meant. Everything you just mentioned you made is already coded since 0.2E was released last year (or earlier). Also, show references of your work.
  18. Exactly. All animations require a lot of code -the heli slot is required for the flying system-. Only the "hero" vehicles will have animations.
  19. So, do you think we're lying about our tests and results?. Map changes and Hi-Poly vehicles cause game unstability. We already removed the map that came with 0.2E and the vehicles are being worked on. We are already working with a more-stable version. Now: BACK<--- to the Topic
  20. Talking about models and their changes, those are on hold for now. I've been really busy with work, so that I worked 26 hours last weekend. It's Tuesday now and I still feel a little unstable
  21. There was a slight modifications on the DeLoreans that made a Carcol change to certain area of the capacitor when hitting 80, but was scrapped because it looked awful.
  22. iMaster is making a statement on Alyx's appearance in HL3, not HL2:Ep 3. Alyx can take revenge on Ep. 3, but, most likely, won't be in HL3.
  23. According to Jamestown blog, it won't be operational until April next year, so I wouldn't call it complete yet. Fortunally, the tender will ready by now.
  24. As far as I know, not possible, because the flying Time Machines replace helicopters, which aren't possible to add... A coder could elaborate more on this.