Product Chat / Driver entity

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=VX=Doggy
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Posted: 20th Jan 2016 06:13
Is there an easy way to put a Character seated into a vehicle? I have been trying to make this happen but having a hard time. I did add a character and a vehicle together as 1 model, I can put it ingame and it looks great. But when I set it up fpr 3rd person the entire entity is transparent or black. Is there something I may be missing? Any help would be great. Thanks!
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Teabone
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Posted: 20th Jan 2016 06:25 Edited at: 20th Jan 2016 06:27
What does your FPE file look like for your 3rd person entity?

My closest attempt with vehicles in G-G, I didnt get very far, but it was visible; using just a generic car model. Nothing with transparencies, animations or anything like that.

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Pirate Myke
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Posted: 20th Jan 2016 12:40
I would use HUD layers Like the Jetpack, still a lot of limitation with lack of script able camera commands.

You can find the HUD in the gamecore/hudlayers folder as an example.
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Stab in the Dark software
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Posted: 20th Jan 2016 14:22
What we need is a physics vehicle controller.
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=VX=Doggy
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Posted: 22nd Jan 2016 04:14
The Vehicle is visible when I place it in game, but If I set it as 3rd person, it then becomes transparent. What I did was take a vehicle and a character model and put them together to create a single entity . I manually added the correct textures into the .x file and they work correctly when in game. It is only when I set it to 3rd person it has issues . I played around with the fpe files for awhile . the best I get is a transparent entity or a solid black entity. Maybe its the model that is the issue, as i'm such a noob with modelling . If anyone is interested in making a model for me to test with, I can pay a few bucks for it. Or if anyone has any ideas why the model only looks transparent in 3rd person.

Yea Teabone I saw your video before is nice!

Thanks Mike , I did mess with Hud layers before in x9 , just doesnt feel the same .

Thanks
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Teabone
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Posted: 22nd Jan 2016 07:08 Edited at: 22nd Jan 2016 07:13
Quote: "I would use HUD layers Like the Jetpack"


This probably would be best. You'd get that first person view, inside vehicle look and feel. Their may even be enough LUA freedom to control the player to make it actually play like your actually driving a vehicle.

I haven't played around with custom "weapons" in Game-Guru yet but I believe that's exactly what would make for the best appearance within a vehicle. You would make a 3d model of the interior of the vehicle and use that as a "weapon" -- in theory it should work. Like in the example below:



Using an older game with slightly updated graphics as an example, so you can see something more easily achievable; since the model is fairly static and doesn't seem to have any animations. I would still recommend checking out how the jetpack HUD works, as Pirate Myke mentioned. I haven't really dug into much myself. I think first person driving within a vehicle is actually do-able with some clever modeling and scripting. 3rd person view still needs some support before we can really make any advancements in that area... in terms of drive-able vehicles.
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=VX=Doggy
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Posted: 23rd Jan 2016 02:12
Ok I will look into it a little more, Thanks for the advice.
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=VX=Doggy
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Posted: 23rd Jan 2016 20:28
Ok I have created a weapon hud to use. But it is to high up. I dont see where the weapon hud has any sort of FPE . How is this height set, or is this set when creating the entity in blender. Thanks
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Pirate Myke
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Posted: 23rd Jan 2016 20:38
All the fine tuning is done inside the gunspec.txt file.

Under this section.
;//Model positions

horiz = 0
vert = -1
forward = 4
runy = -1
simplezoommod = 2
simplezoomx = 0
simplezoomy = 0

alt horiz = 0
alt vert = -1
alt forward = 4
alt runy = -1
alt simplezoommod = 2
alt simplezoomx = 0
alt simplezoomy = 0
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=VX=Doggy
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Posted: 23rd Jan 2016 23:54
ty Sir! The gunspec i was messing "sword" with didnt have these in it.
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Pirate Myke
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Posted: 24th Jan 2016 12:37
You are welcome.
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Pirate Myke
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Posted: 24th Jan 2016 20:36 Edited at: 24th Jan 2016 20:38
well, HUD Layers are defiantly the way to go with this.
When we get some more script able camera control. This will be a pretty viable solution.



The charger model is a modified test mesh that I fixed a while back. This will not be distributed. Thank for the test use.
Redid the textures roughly and got rid of some of the identifying marks.

So I took a classic weapons HUD that I had and put the interior of this car around it. Set up the FPE file, and gave it its first test.





I need to figure out what happened to my arms. They are in the x file, but not in the game HUD layer.
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3com
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Posted: 24th Jan 2016 21:09
This looks very cool Mike!

Anyway we need associatePlayer too, The player should to be the driver, not the car.
The car should to be a staandalone item, fine rigged, so the wheels turn on, and player driving, maybe with keys (arrows?),
a key for to accelerate, and another to stop.

Player being prompted "do you want drive" if so, the player run into de "driver mode", and so on. Just my thoughts.

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LeeBamber
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Posted: 25th Jan 2016 14:05
Vehicles are on the voting board, and rest assured when it gets to the top we'll be adding specific vehicle physics as well as in-game logic so you can drive and crash them all over the level
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=VX=Doggy
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Posted: 27th Jan 2016 04:22
Thanks Lee! I know you must be very busy in so many directions .

Teabone...... I was able to make a weapon that acts like the Hud , its issue though is I can look up and down, making it unrealistic. So I stopped working on that direction.


Pirate Myke , nice vehicle , is that available anywhere?
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Pirate Myke
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Posted: 27th Jan 2016 13:19
It was ripped from a game and I was asked to fix the textures. That vehicle can not be posted for use. Sorry.

The outside was nice and detailed, but the inside was not. Just had the urge to try a HUD layer, as I had just rigged a weapon HUD, and they can use the same rig.

But the potential of this with more camera scripting commands is incredible.

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HarryWever
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Posted: 27th Jan 2016 13:52
yeah more control would be awesome.
i made something simular a while ago, with a hangglider as a hudlayer..
with some banking it would be much better

video:



Harry
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Pirate Myke
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Posted: 27th Jan 2016 15:03
Nice.
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=VX=Doggy
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Posted: 28th Jan 2016 01:44
Nice , you must of used the jetpack eh
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Teabone
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Posted: 28th Jan 2016 06:43
Nice work Pirate Myke and Harry Cool to see the theories in action.
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