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The Mighty Wez KZ900...done.

The greatest unfinished sequel ever!
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Deep_Blue
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The Mighty Wez KZ900...done.

Post by Deep_Blue »

Wez.jpg
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This thing tears up a track. :wink:
Last edited by Deep_Blue on Sun Jan 19, 2014 11:41 pm, edited 2 times in total.
***When I die may I be surrounded by scattered chrome and burning gasoline***
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Deep_Blue
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Re: The Mighty Wez KZ900...Almost done.

Post by Deep_Blue »

Done and sent. :cool:

Yes, the bitch falls off. :lol:
Bitchfelloff.jpg
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***When I die may I be surrounded by scattered chrome and burning gasoline***
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coffeycup
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Re: The Mighty Wez KZ900...done.

Post by coffeycup »

Image

Haha this is too cool!

Download here!
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Deep_Blue
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Re: The Mighty Wez KZ900...done.

Post by Deep_Blue »

AARG.

I sent ya an updated zip with a better engine sound. I used "engine 2" as it sounded better than the v8 sound that was totally inappropriate.

Couldn't get the sound I wanted to work for some reason.

Sorry bout the extra shenanigans.
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coffeycup
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Re: The Mighty Wez KZ900...done.

Post by coffeycup »

Ok, uploaded new zip with different engine sound.

Also added driver image,
changed shrapnel color and
made textures on Wez and GY two-sided.

Download here
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Deep_Blue
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Re: The Mighty Wez KZ900...done.

Post by Deep_Blue »

I know this is basic stuff, but I seem to have a 'hit-and-miss' problem with driver images...

I've been using CarEd tools to make them-they make the car image well enough but not always the driver image. WTF am I not doing right? (The driver image has to be 64x64 and named "something64", right?)

'Two-sided?'
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coffeycup
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Re: The Mighty Wez KZ900...done.

Post by coffeycup »

Yes, "something64" and so the second line in the C2C is ""something":

//opponent
Mr. Something LongName //What appears in menu
something //menu img
Vehicle Longname //What appears in menu

Yeah, two-sided so when you look at it from the back it doesn't disappear. It helps with hiding gaps. It's a property you can check off and apply in PT2 to textures like windshields so you don't have to do that doubling and reversing of polygons thing.
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Mad_Maxine
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Re: The Mighty Wez KZ900...done.

Post by Mad_Maxine »

I love how everyone has there trademark style,
Seeing the top picture is instantly 'Oh a new DB car'

Ill have to try this out at some point, ive allways sucked at making bike handling so itll be intresting to try :B
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Deep_Blue
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Re: The Mighty Wez KZ900...done.

Post by Deep_Blue »

@JC:

OK, so I believe the name I gave the 'something64' image didn't match the menu name. (makes note). Mebbe that's why it din't work.

@ Maxy:

The trick is a narrow plain ol rectangle bbox and a center of mass 'y' value of about -0.0010 below ground. That way it'll lean and almost always right itself when stationary on level ground.
Accel/decel will also level it some.

Make the wheels (I just model the left ones and define the right ones in the exact same places w/o models) just a wee but stickier and it acts like the 'drinking duck' desk widget that bobs up and down. Sharp cornering while leaning is affected by the bottom of the bbox hitting the ground. Makes for some wicked doughnuts and really cool sliding turns.

Move the center of mass back more and it'll wheelie spectacularly at the slightest throttle input.
:grin:
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Sleep Dirt
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Re: The Mighty Wez KZ900...done.

Post by Sleep Dirt »

Downloading now, destroying later :grin:
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