3rd Party Models/Media Chat / Pirate Myke New Train Tracks - WIP

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Pirate Myke
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Posted: 4th Jun 2017 02:56 Edited at: 4th Jun 2017 07:22
I have been busy in the vineyards pretty much all day light hours. But this does seem a simpler method to use. I can test my models for comparability and make changes accordingly. I have not made the simpler steam loco yet, but I will get to it.

I did start the main shaft stuff as the wagons are super simple and should work very nicely with this script. New thinner gauge track for these, 40 foot piece length for them. They are in the model stage right now. Eventually maybe get some elevation changes with these like a roller coaster type setup.
I will get you some animated stuff in the right format for you. Thank you again for working on the scripts.






Some more details yet to put in, then to bake the maps for texturing.

Edit:
Detail added, color ID for textures. Baking it out now.
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AmenMoses
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Posted: 4th Jun 2017 11:02
Here is a slightly tweaked version that works better with the simple rail sections.
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World Class Multimedia
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Posted: 4th Jun 2017 15:13 Edited at: 4th Jun 2017 15:17
(previous post a page ago - talking about cars moving on roads): That is so cool! Yeah, needs animated wheels for the effect to look right, but could work for monorails, trains and perhaps even roller coasters.

That mine cart looks PERFECT!

I will so buy this the second it's ready. Hopefully the script is understandable so I can make whatever small changes are necessary.

Mike
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Pirate Myke
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Posted: 5th Jun 2017 01:47
First texture work complete.
Max Render


In test game shots

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Posted: 6th Jun 2017 05:45
Nice. An important aspect will be my characters will be riding in the cart, so it does need to be large enough to fit two small characters - one in front and one in back.

Mike
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Pirate Myke
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Posted: 6th Jun 2017 07:32 Edited at: 6th Jun 2017 07:33
I will have to remake it then. This is not big enough. Which 2 character are you using? What are there heights?
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Posted: 6th Jun 2017 14:56 Edited at: 6th Jun 2017 14:57
As far as the train set, I am really loving what I'm seeing. Also, I certainly would be able to use mine cart(s) and tracks. Be sure and put them together as a pack in the store as well.
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AmenMoses
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Posted: 6th Jun 2017 19:47
One thing to be aware of is that if you want characters (or the player) to ride around in, or on, moving entities it has to be specially scripted. i.e. you need a script to take over control of the character/player positioning.

This is doable but not for the faint hearted, it also would mean any standard character ai would need to be disable whilst your script is in action then somehow re-enable after their journey is over.

The other problem I encountered when I did this was that the collision box for the entity gets replaced with a simple cubic one when taking over control of the entity, this means that the physics system gets in the way and everything becomes really jerky, mind you now we can supposedly override the camera maybe this can be worked around.

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Posted: 7th Jun 2017 04:43
Since this is 3rd person, perhaps we can make a mine cart with the two characters sitting as one player object.

We licensed these two:

https://www.daz3d.com/noodle-the-toon-cat

https://www.daz3d.com/3d-universe-toon-goat

and have added/changed them and are also making them into bipeds

We also are using various monkeys, apes and other simeans in the game - all toon-like

The simeans will be chasing them.

Think Temple of Doom

Mike
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Posted: 7th Jun 2017 10:01
So the player controls two characters at the same time, both have to be in the moving cart and you need to have control over the camera, that sounds really complex scripting. Might be an interesting challenge.
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Pirate Myke
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Posted: 7th Jun 2017 22:02
Planning on making the characters one with the mine cart, have it skinned and as a third person player. Scripting will be the key.
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Posted: 8th Jun 2017 01:22
Quote: "So the player controls two characters at the same time, both have to be in the moving cart and you need to have control over the camera, that sounds really complex scripting. Might be an interesting challenge."


No. The goat is 'attached' to the cat at all times, so just one script for both (I think). During normal play they both have their own script but one depends on the other anyway, so they are always together.

Mike
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Posted: 11th Jun 2017 17:45 Edited at: 11th Jun 2017 18:14
The image attached is a default empty level with just the minecart in it, why is the FPS so low?

Hmm, restarted GG and cured the problem, must have been a memory usage issue or something.
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Pirate Myke
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Posted: 11th Jun 2017 18:16
Not sure. It is only 1980 poly and is using poly collision. No bone or animation in it.

I did notice playing with the script on a map, that if I keep physics on with the object it goes really slow. Shutting of the physics and the bogeys speed up to a normal speed.

Tried one of the older bogeys on the original tracks and they work fine. But when I put it over the mine tracks, that it does not function. So my best guess is size of the track or height above the ground. Will be making a new set of tracks that are a bit higher and wider to see if this will fix it.
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AmenMoses
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Posted: 11th Jun 2017 19:08
The road script will only work with the roads and the rail script will only work with the full size tracks, the reason being that there are specific values in the scripts to detect the edges relative to the vehicle and those values will not work with other size tracks or roads.

I'm working on a script which will work with the mine cart and tracks you sent me, it is a slow process but I'm getting there.
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Posted: 11th Jun 2017 20:51


The one on the curved track wasn't supposed to stop so I have some debugging to do but it's a start.
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Posted: 11th Jun 2017 21:52 Edited at: 11th Jun 2017 21:53


Hurrah! A darn sight more difficult that I hoped but I got it to work!

The down side is that you have to locate the mine cart exactly on the track to make it work, and as of now it only has one speed, I'll work on that.

btw, check out the code, this is probably one of the most complex scripts I've ever written!
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Pirate Myke
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Posted: 11th Jun 2017 22:10
Outstanding, will check it out.

Thank you again.
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Posted: 12th Jun 2017 18:54
Thank you AmenMoses!

Will look at your script.

Mike
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Pirate Myke
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Posted: 20th Jun 2017 01:08
Over 100 degrees outside today. So got to work on the texturing of the warehouse some more.
A lot better detail on this now.





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Flatlander
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Posted: 6th Aug 2017 10:28
PM, I hope the temps aren't so high. And if not, I hope the grapes have allowed you to work on your project.

The warehouse looks really great. Love the textures.
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Pirate Myke
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Posted: 6th Aug 2017 14:17
Thanks.

The temps have subsided to the low 90's. Grapes are in their last month of ripening. Lots of outside work to do to get ready for harvest.
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Posted: 8th Aug 2017 22:25
@AmenMoses, look at bod's Thread he made a red pickup truck for me on request and then also ad some animated wheels as well.
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Pirate Myke
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Posted: 8th Aug 2017 23:56
Try this script from Amen Moses. This was a script he used to make the stock cars follow my roads. You may need to adjust the widths in the script depending on the width of the road you are using.
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AmenMoses
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Posted: 14th Aug 2017 18:57 Edited at: 14th Aug 2017 19:46
I did have a go at Bod's roads a while back but because they are pretty much just squares it is hard to figure out from the script where the edges are so it wasn't as simple as it was with PMs versions. (whoops, meant Belidos's roads! )

I've actually been cooking up something completely different for the last week or so, will put it up on the scripts forum later.
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Pirate Myke
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Posted: 14th Aug 2017 23:59
Good to know. Thanks Amen Moses.
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