xray´s MP4 skins & objects

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wraith
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Joined: 06 Apr 2011, 16:13
Location: UK, North East, Durham
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Re: xray´s tm² skins & objects

Post by wraith »

going to have my say about block mixing..YES we can make them in game BUT i have done this last year on another project, block mixing is time taking and most of the time, does not look right..

i belive xrayjay home made blocks are much better, a hell of a lot faster to use,
but hey thats just me..

block makers yes we love you
Image
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xrayjay
Posts: 1481
Joined: 29 Aug 2010, 14:19

Re: xray´s tm² skins & objects

Post by xrayjay »

something new for stadium:
Image
free - 0 planets
> http://www.maniapark.com/ressource.php?id=2496

Image
Image
more screens on maniapark ;)

If you turn the block 180° you can build tunnels like on the screens here^^
Fits perfectly to the global grid and size of the standard block

Updated with 4 blocks now!
:pil
Last edited by xrayjay on 23 Feb 2015, 21:32, edited 1 time in total.
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Demented
Posts: 2327
Joined: 07 Nov 2010, 13:17
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Re: xray´s tm² skins & objects

Post by Demented »

Dang Man! You're doing some cool stuff! :thumbsup:
CPU: Intel I7-4770 64Bit @ 3.4Ghz.
Ram: 32GB DDR3
GPU: Geforce GXT 1060 6.2GB DDR5
Windows: 7 Pro SP1 64bit
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xrayjay
Posts: 1481
Joined: 29 Aug 2010, 14:19

Re: xray´s tm² skins & objects

Post by xrayjay »

:thx: thx

UPDATE: Now 4 embeddable blocks and it´s now a .gbx file (just put the .gbx into [UserData]/Packs/ folder)

(thx to jui ^^)
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xrayjay
Posts: 1481
Joined: 29 Aug 2010, 14:19

Re: xray´s tm² skins & objects

Post by xrayjay »

new additional stadium items:
Image
free - 0 planets
> http://www.maniapark.com/ressource.php?id=2499

Image
Image
:pil
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Nerpson
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Re: xray´s tm² skins & objects

Post by Nerpson »

Nice job!
ImageImageImageImage
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xrayjay
Posts: 1481
Joined: 29 Aug 2010, 14:19

Re: xray´s tm² skins & objects

Post by xrayjay »

thx :thumbsup:


got stuck atm with an stadium trigger :o

Does the triggers ain´t work like in the other envis? I builded an cp like i did it for canyon/valley etc. but the stadium one doesn´t work.

Placed the _trigger_A like you can see here in this pic (and a few of those cp textures). The funny thing here is, the trigger is only activated if i jump right into the cp texture (left and right side placed on the wall) ??

Is the texture an auto trigger, or did i something wrong?

Image
(click for large view)

This is the Item.xml

Code: Select all

<Item Type="StaticObject" Collection="Stadium" AuthorName="xrayjay">
<Waypoint Type="Checkpoint"/>
<Phy>
<TriggerShape Type="mesh" File="StadiumTunnelCP.Shape.gbx" />
<MoveShape Type="mesh" File="StadiumTunnelCP.Shape.gbx"/>
</Phy>
<Vis>
<Mesh File="StadiumTunnelCP.Mesh.gbx"/>
</Vis>
<GridSnap HStep="32" VStep="8" HOffset="16" VOffset="0"/>
<Levitation VStep="8" VOffset="0"/>
<Options ManualPivotSwitch="true"/>
<PivotSnap Distance="0"/>
<Pivots>
		<Pivot Pos="0 0 0"/>
</Pivots>
</Item>
Guess this should be right? May i forgot something or made an mistake (didn´t see it for now^^)

Anyone help :D
jui
Posts: 171
Joined: 16 May 2013, 15:58

Re: xray´s tm² skins & objects

Post by jui »

change

Code: Select all

<TriggerShape Type="mesh" File="StadiumTunnelCP.Shape.gbx" />
to

Code: Select all

<TriggerShape Type="mesh" File="StadiumTunnelCPTrigger.Shape.gbx" />
should do the trick ;)
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xrayjay
Posts: 1481
Joined: 29 Aug 2010, 14:19

Re: xray´s tm² skins & objects

Post by xrayjay »

aaawww how could i forgot this :D :D

Sometimes it needs hints, thank you, my fault :D :thx:
Trigger works now.

May you know something further:

The _socket_start_ i used in my other cp objects this setup:

(in direction of drive)
x left
y backwards
z upwards

Is it correct to place z upwards? And how it is possible that the respawn is a bit higher above the ground (if i set the socket higher it makes no change at respawn). My problem is that if the respawn is on grass ground, the car is a bit inside the grass and the car falls into the ground (endless) :lol:

Or may the respawn is fixed to the 0 point (where x/y/z axis crosses together) and i have to move my whole object a bit in the ground and compensate this with an different offset in the pos?
thx
jui
Posts: 171
Joined: 16 May 2013, 15:58

Re: xray´s tm² skins & objects

Post by jui »

hmmm spawn position can be tricky. I also had to do a bit experimentation when making the Stadium CPs.
maybe my source files help you https://www.dropbox.com/s/0f5h8vrxpeac6 ... i.zip?dl=0

I have it at z = 0 and make sure that the object is not in grass. I think if the VStep value is bigger than 1 the object when placed on ground is 1 unit in grass. The cause of this is that the top of grass is not on z = 0 position but on z = 1.
Thats probably a additional reason why the ground variant of blocks is only 7 units high (good to see on normal platform block).

Normally it should work to set the _socket_start_ position (z) higher.
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