Okay so, the reason the jeep has AlwaysFace = true is because otherwise it would tumble around with the cube. When you would have 4 objects, they would all tumble in a manner consistently planar to each other. Just think about it and you'll get it... this isn't REALLY like the player's foot model, it's just an illusion that does the trick in the right circumstance.RexHunter99 wrote:Yep, thought as much, also can there be at least 4 of these
Draco - Sunday, 3 August 2008
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Re: Draco - Sunday, 3 August 2008
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Re: Draco - Sunday, 3 August 2008
So its a standard model with standard physics boxes, just with AlwaysFace = true?
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Re: Draco - Sunday, 3 August 2008
...and some scripting to push it away from the player.
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Re: Draco - Sunday, 3 August 2008
Since I can't release the level at this time, sadly (most of the updates are too sensitive to JPDS1), I'll go ahead and post some scripts here.
Oh that's another thing I discovered in my testing... Any triggers with BoundVol = 1 NEED to be geometry type 2, and thus cannot be changed from bounding volume 0 to 1 within the editor (must be imported this way, and as the right geo type).
Code: Select all
group DriveableOpenJeep-00 = {
string Class = "CInstance"
bool Tangible = true
bool Moveable = true
string Type = "Compound"
string Model00 = "$DriveJeepWheelA"
bool AlwaysFace = true
}
group $DriveJeepWheelA = {
string Class = "CInstance"
bool Tangible = true
bool Moveable = true
float Density = 0.010000
}
group Trig_CarDriveTest = {
int ext_GeometryType = 2
string Class = "CLocationTrigger"
bool PlayerEnterTrigger = true
int FireCount = 1
int BoundVol = 1
int ProcessStyle = 3
group Action00 = {
int ActionType = 23
string Sample = "Spec-Crane Start"
}
group Action01 = {
int ActionType = 18
string ObjectName = "PcrateJTLabs04-03"
string TeleportDestObjectName = "TeleDestSoundCrate-02"
bool HeightRelative = false
}
group Action02 = {
int ActionType = 25
float Delay = 2.500000
}
group Action03 = {
int ActionType = 18
string ObjectName = "PcrateJTLabs04-04"
string TeleportDestObjectName = "TeleDestSoundCrate-03"
bool HeightRelative = false
}
}
group Trig_CarVelocity = {
string Class = "CLocationTrigger"
bool ObjectInTrigger = true
string TriggerActivate = "PcrateJTLabs04-03"
int FireCount = -1
group Action00 = {
int ActionType = 10
string Target = "DriveableOpenJeep-00"
float X = 4.000000
}
}
group Trig_CarMotorRun = {
string Class = "CLocationTrigger"
bool ObjectInTrigger = true
string TriggerActivate = "PcrateJTLabs04-04"
int FireCount = -1
float RepeatPeriod = 2.380000
group Action00 = {
int ActionType = 23
string Sample = "Spec-Crane Motor Run"
string Emitter = "DriveableOpenJeep-00"
bool Attach = true
float Volume = 5.000000
}
}
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Re: Draco - Sunday, 3 August 2008
You could release it to me
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Re: Draco - Sunday, 3 August 2008
Haha, actually I may just do that... Mickey has restored my site to a new url, not as nice but it's great to have a site , however I don't have FTP access to it yet XD And the SWP file is currently huge, since it's the test platform for most of JPDS's new models. Hopefully I can sort that out tomorrow and letcha have a look...
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Re: Draco - Sunday, 3 August 2008
What, so I've been uploading your stuff all day for nothing then? (ED is currently still uploading, but you can see the others in the downloads section already)
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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Re: Draco - Sunday, 3 August 2008
Haha, well I wasn't given an indication that the site would return in any form.. and there's no guarantee it will be there indefinitely I think so it's best to have multiple download sites, you know. Plus Mickey has oft expressed concerns with me putting levels on the server so it's likely I will still be linking to the ones here at TresCom and possibly removing some levels from my site..
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Re: Draco - Sunday, 3 August 2008
Um Draco, why not compress the SWP to a SPZ?
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Re: Draco - Sunday, 3 August 2008
Win RAR does a better job at compressing SWP's, than them being compressed into a SPZ, I think... and it's easier on the user.
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Re: Draco - Sunday, 3 August 2008
IIRC, Matt is correct, this discussion took place once before.. I think it's because the uncompressed BMP format in the SWP files is more compressible than the outdated BMP compression used in SPZ files, but I'm not sure.
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Re: Draco - Sunday, 3 August 2008
Well I compressed them up then Zipped/Rarred them, they got smaller by a few MB's than a SWP.
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Re: Draco - Sunday, 3 August 2008
Eh, I guess we'll have to test it again then, and get an exact count.. probably ought to try it with both a small and large size SWP/SPZ... Matt, got time for that?
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Re: Draco - Sunday, 3 August 2008
East Dock SWP tests...
Uncompressed SWP file size: 74,752 KB
Compressed SPZ file size: 29,992 KB
Rarred SWP (best compression): 17,804 KB
Rarred SPZ (best compression): 23,968 KB
Zipped SWP (best compression): 22,145 KB
Zipped SPZ: (best compression): 26,306 KB
The Complex SWP tests...
Uncompressed SWP file size: 23,040 KB
Compressed SPZ file size: 10,545 KB
Rarred SWP (best compression): 7,314 KB
Rarred SPZ (best compression): 9,486 KB
Zipped SWP (best compression): 8,284 KB
Zipped SPZ (best compression): 9,834 KB
So, as you can see, compressing it to a SPZ actually makes the final RAR/ZIP bigger.
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Re: Draco - Sunday, 3 August 2008
Aha, excellent, thank you Matt. So in conclusion... we should probably stay away from SPZ files as much as possible.