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getting halftraks to work

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Kruszchev
Proffesional Maniac
Posts: 2880
Joined: Mon Oct 08, 2001 4:00 pm

getting halftraks to work

Post by Kruszchev »

Well, i starteg a new model (a halftrack if ya must know :wink:)

Well, i want to get the tracks moving while driving,

I we been talking to some guys, but i haven figured out how it should work

The left halftrack has this component name (built by 3 parts) tanktrackL (and the right one is tanktrackR)

I used theese funks for the skin to "roll"

START OF FUNK

patrax1

constant

roll

controlled

13,7

no fucking lighting

no animation you cunt

NEXT FUNK

patrax2

constant

roll

controlled

14,8

no fucking lighting

no animation you cunt



and theese grooves (i dont know if i have to do this, but i was reading from the old panza thing and found some lines, well then i copied the lines and corrected the name of the groove)



NEXT GROOVE

TANKTRACKL.DAT

not a lollipop

constant

straight

absolute

0,0,0

15

0,1,0

no object

NEXT GROOVE

TANKTRACKR.DAT

not a lollipop

constant

straight

absolute

0,0,0

16

0,1,0

no object

But as you might notice i cant get the "tracks" to "roll" so i need some help.
"One chicken in a thousand is hatched near a road. One in every ten thousand of those ever tries to cross it. Half of them are run over by cars."
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Lumberjack
road raged psycho
Posts: 1520
Joined: Sun Jul 09, 2000 4:00 pm
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Re: getting halftraks to work

Post by Lumberjack »

Hmm... should you not create 2 wheels, and then flat middle bits? I think that would work better... but don't forget to make suspension parts for the middle bit, so it moves with the rest... anyway, I hope that works.
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Kruszchev
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Posts: 2880
Joined: Mon Oct 08, 2001 4:00 pm

Re: getting halftraks to work

Post by Kruszchev »

maby, but i doubt that i need to create the 2 wheels.

the other stuff, i didnt realy understand that
"One chicken in a thousand is hatched near a road. One in every ten thousand of those ever tries to cross it. Half of them are run over by cars."
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Hellspawn73
speed freak
Posts: 578
Joined: Thu Aug 24, 2000 4:00 pm

Re: getting halftraks to work

Post by Hellspawn73 »

...damn these smilies suck...rest of the board i can handle but these guys are too flippin happy joy joy for death and destruction.

...you confusin the buggin game...the 13 and 14 you are referencing is suspension i'm guessing..it should look like i have on the MarkIV:

[font color="red"> START OF FUNK

MarkIVTrk

constant

roll

controlled

-1,8

no fucking lighting

no animation you cunt </font color>



replace your name with this and you should be good to go and also notice the way i have the controls referenced(there is no need for physically modelled wheels on a tank but since you are doin a half track make do as fit):

[font color="red">

-1,-1,-1,-1 // Left-front suspension parts GroovyFunkRef

-1,-1,-1,-1 // Right-front suspension parts GroovyFunkRef

-1,-1 // Left-rear suspension parts GroovyFunkRef

-1,-1 // Right-rear suspension parts GroovyFunkRef

-1,-1,-1,8 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS

-1,-1,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST

</font color>

...have fun :wink:(faggot smiley)
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Kruszchev
Proffesional Maniac
Posts: 2880
Joined: Mon Oct 08, 2001 4:00 pm

Re: getting halftraks to work

Post by Kruszchev »

to hellspawn. as i said the numbers you refer to (13 and 14) i dont have any clue of what they mean... actualy i dont know what the hell to most of the "text" mean...

2 i dont have done anything known as suspension to the halftrack parts...

I just made 2 tracks (3 parts grouped into 1 per track) named tanktrackL and tanktrackR

the text i used i got it from the panza model...

:crazy: <= must be the most gay smily at the moment on this board
"One chicken in a thousand is hatched near a road. One in every ten thousand of those ever tries to cross it. Half of them are run over by cars."
User avatar
Lumberjack
road raged psycho
Posts: 1520
Joined: Sun Jul 09, 2000 4:00 pm
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Re: getting halftraks to work

Post by Lumberjack »

I guess you could use animations for the tracks on all 3 parts. That wouldn't involve grooves at all then.
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The_Devils_Avocado
motorised death
Posts: 1091
Joined: Sun Aug 25, 2002 4:00 pm

Re: getting halftraks to work

Post by The_Devils_Avocado »

Originally Posted by Hellspawn

...have fun :wink:(faggot smiley)
LMFAO! i would have expected no less.
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Hellspawn73
speed freak
Posts: 578
Joined: Thu Aug 24, 2000 4:00 pm

Re: getting halftraks to work

Post by Hellspawn73 »

...heh....Kidz :lol:
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The_Devils_Avocado
motorised death
Posts: 1091
Joined: Sun Aug 25, 2002 4:00 pm

Re: getting halftraks to work

Post by The_Devils_Avocado »

sorry... 'old man'
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