PedBasher update + Opposite turning wheels

PEDBASHER (2009 update)

I wanted this update to be quick but finally it took me a whole afternoon.
Here's what has been changed/added:
+ 4 turning wheels, front and rear turning in opposite way
+ Smoothing groups
+ Fixed UVW maps
+ SHELL
+ Simple model (using SimpMats)
+ Poor steering wheel heh
+ Changed the damages system
+ Fire points
+ Tweaked the WAM
+ Tweaked materials
+ Changed cameras & turn_off_materials
+ Corrected the physics
+ Improved the textures
+ Lots of little tweaks in the car text file

If you have PedBasher installed in your C2 build I highly recommend updating it. It's available at the same place at RR2000. So yeah finaly it's a massive update in my eyes, even though that steering wheel sucks :B, but hey if I remember correcty, the TDR PedBasher had no steering wheel at all (I totaly might be wrong). The simple model is kinda special as it uses no dedicated MAT file and rather relies on the SimpMats. Not sure how good/bad it may look, 't was more of an experiment. These might be really good to create full lit colors on cars, peds or drones!

Click on Continue reading... to read about the way to make opposite turning wheels etc.

PEDBASHER (2009 update)

I wanted this update to be quick but finally it took me a whole afternoon.
Here's what has been changed/added:
+ 4 turning wheels, front and rear turning in opposite way
+ Smoothing groups
+ Fixed UVW maps
+ SHELL
+ Simple model (using SimpMats)
+ Poor steering wheel heh
+ Changed the damages system
+ Fire points
+ Tweaked the WAM
+ Tweaked materials
+ Changed cameras & turn_off_materials
+ Corrected the physics
+ Improved the textures
+ Lots of little tweaks in the car text file

If you have PedBasher installed in your C2 build I highly recommend updating it. It's available at the same place at RR2000. So yeah finaly it's a massive update in my eyes, even though that steering wheel sucks :B, but hey if I remember correcty, the TDR PedBasher had no steering wheel at all (I totaly might be wrong). The simple model is kinda special as it uses no dedicated MAT file and rather relies on the SimpMats. Not sure how good/bad it may look, 't was more of an experiment. These might be really good to create full lit colors on cars, peds or drones!

So here's how to get opposite turning wheels (I'm pretty sure it is badly said this way but I can't seem to find a better expression).
The idea is to use several levels of "static angle" grooves (I have explained that trick in the advanced tricks topic) to flip the two wheels turning the opposite way (in the case of PedBasher, this was applied to the rear wheels). The Z angle is needed to make the wheel turn the other way and the Y angle to make it spin towards the front again.

Level 1: a static 180° angle around the Z axis + the path used for the suspension
Level 2: a static 180° angle around the Y axis
Level 3: the absolute rock groove
Level 4: the actual spinning wheel

They are all child of the level above them in PT2.
Here's how the groove chunks should look:

BRPIVOT1.ACT
not a lollipop
constant
straight
absolute
0,0,0
13
0,1,0
rock
flash
-1
0,0,0
z
180

NEXT GROOVE

BRPIVOT2.ACT
not a lollipop
constant
no path
rock
flash
-1
0,0,0
y
180

NEXT GROOVE

BRPIVOT3.ACT
not a lollipop
constant
no path
rock
absolute
12
0,0,0
y
0

NEXT GROOVE

BRWHEEL.ACT
not a lollipop
constant
no path
spin
controlled
15
0,0,0
x

I have tried to create a circular (instead of straight) but just like the WORLD_HINGE_JOINT keyword for noncars, it isn't fully implemented. The code looks like this but the '#' means that you can enter whatever it has no effect, the parser just want to have 5 lines after 'circular' before starting to read the object moving groove section:

GROOVE.ACT
not a lollipop
constant
circular
linear
0,0,0
15
#
#
no object
Ah well... too bad... I could have used that to create null flash path around the center of the wheel (if you see what I mean) and then use 2 layers of grooves. Now that I think about it should be possible to use only 3 layers of grooves... no finally no. I'll just stop here for today.

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