bluespace88 Posted September 2, 2009 Posted September 2, 2009 reopened. Working in my spare time. Might evolve, but who knows...
♠Grim♂ Reaper 1666◙ Posted September 2, 2009 Posted September 2, 2009 it would be good if the time train was in this mod and on actual train tracks
Mini-Me Posted September 2, 2009 Posted September 2, 2009 I'd say being able to do both... You can pick the "regular" TT driving on the roads, drive it on the tracks, press the button for hover conversion, the code recognizes you're on the tracks (but I guess that's not possible) and then aligns you to the tracks (doing the same process as when switching between Bus and VCN Mav., so another train needs to be added ). This is a thing to only dream of I think .
Mike Posted September 2, 2009 Posted September 2, 2009 Well one step at a time, I believe the plan is to first work with the BTTF II DeLorean, get that as good as it can be in terms of effects, and then build up from there. Kinda the same way the VC mod was built
Mini-Me Posted September 2, 2009 Posted September 2, 2009 Sure, was only an idea to keep in mind for later on ...
daangelo29 Posted September 2, 2009 Posted September 2, 2009 Spawning a train is possible, so we can just use the spawn code for switching between train-on-air and train-on-tracks mode. As for adding another train, I'm not sure if that's possible.
bluespace88 Posted September 2, 2009 Author Posted September 2, 2009 well, seeing as the sa team got the train to spawn on the tracks, i'd say yes
zero Posted September 2, 2009 Posted September 2, 2009 the train can already on the track and can go to flying mode even if he is on the track , however for go to the flying mode as normal mode on the track it's more difficult but's it's possible
bluespace88 Posted September 2, 2009 Author Posted September 2, 2009 well, thats another time. I'm going to be working on the flying animations for the delorean now, and I have a new method for it that hasn't been used before.
Mike Posted September 2, 2009 Posted September 2, 2009 Can you see if you can fix the hover glitch where by it changes the height of the car if you are below a certain height when changing to/from hover mode.
bluespace88 Posted September 2, 2009 Author Posted September 2, 2009 not really a glitch. Its more like a fix from R* to prevent falling cars like in VC when spawning. Bad for us though. No problem, I can have it like VC where you have to touch down before changing. Though thats bad news if you're doing a jump and want to take off at the same time....
bluespace88 Posted September 2, 2009 Author Posted September 2, 2009 Well, takeoff animations are done. Just need to edit two models, cuz i forgot to change the materials when collapsing some stuff. But theres no lag whatsoever in the animations, even with Fraps running. I'll work on it later today when i get back. I will say.....it's a lot easier then the last time i attempted it. in case you're wondering how I got around the 3 objects attached per vehicle limit.... I had 5 objects. 2 of them are struts with the wheels attached in driving position. Thats only used when the wheels extend. It replaces the struts used in the vc mod. The last 3 are used when the wheels are rotating and during flight. 2 of them are the same wheels from the vc mod, which is used for rotation. The last one is both of the struts linked together. Since they aren't moving when the wheels are rotating and during flight, I could combine them. So 2 are used in extension, deleted, then 3 for rotation and flight.
bluespace88 Posted September 2, 2009 Author Posted September 2, 2009 And I just thought of a second method.... attach the struts to the delorean, then attach the wheels to the struts. imma try that when i get back.
zero Posted September 2, 2009 Posted September 2, 2009 that i do on the first anim on the mini mod he work very fine but the texture were very bright
bluespace88 Posted September 2, 2009 Author Posted September 2, 2009 except your animations lagged when they were animating. Mine doesn't. You guys had the right idea, but executed it the wrong way. The trick to have it not lag is to repeatedly attach only. Don't detach and don't place it somewhere else.
zero Posted September 2, 2009 Posted September 2, 2009 if you say it ^^ but i don't really care now this minimod is not mine now , but i wait yours for see the way you will take for make it
bluespace88 Posted September 2, 2009 Author Posted September 2, 2009 but you are continuing your stargate mod, aren't you? If you're using animations for that, thats a tip on how to keep them from lagging on a moving object.
zero Posted September 2, 2009 Posted September 2, 2009 yes i fond a way for the stargate , i continue that mod yes but for the minimod i have enought to correct that so i stop it maybe not for good but when i will better than i am now
bluespace88 Posted September 2, 2009 Author Posted September 2, 2009 i would hardly call your endeavours of converting everything from 0.2e a "minimod"
zero Posted September 2, 2009 Posted September 2, 2009 yes that's true but it's too instable i hate that kind of mistake
bluespace88 Posted September 2, 2009 Author Posted September 2, 2009 which is why i'm starting from my base rather then try to fix and organize it.
bluespace88 Posted September 2, 2009 Author Posted September 2, 2009 just found out, theres a flaw in attaching objects to objects attached to cars, and thats that they lag. Going back to my old method.
Edfake Posted September 2, 2009 Posted September 2, 2009 (edited) ^ Exactly what i wanted to hear!!!!! hope it makes it more stable!! ^ (2 posts up) Edited September 2, 2009 by edfake
bluespace88 Posted September 3, 2009 Author Posted September 3, 2009 beta released http://www.bttfhillvalley.co.uk/forum/inde...amp;showfile=50
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