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.