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
xray´s MP4 skins & objects
Moderator: English Moderator
Re: xray´s tm² skins & objects
something new for stadium:

free - 0 planets
> http://www.maniapark.com/ressource.php?id=2496


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!


free - 0 planets
> http://www.maniapark.com/ressource.php?id=2496


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!

Last edited by xrayjay on 23 Feb 2015, 21:32, edited 1 time in total.
All of my TM2 skins > http://www.maniapark.com/liste_car.php?a=24451&aS=24451
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
Re: xray´s tm² skins & objects
Dang Man! You're doing some cool stuff! 

CPU: Intel I7-4770 64Bit @ 3.4Ghz.
Ram: 32GB DDR3
GPU: Geforce GXT 1060 6.2GB DDR5
Windows: 7 Pro SP1 64bit
Ram: 32GB DDR3
GPU: Geforce GXT 1060 6.2GB DDR5
Windows: 7 Pro SP1 64bit
Re: xray´s tm² skins & objects

UPDATE: Now 4 embeddable blocks and it´s now a .gbx file (just put the .gbx into [UserData]/Packs/ folder)
(thx to jui ^^)
All of my TM2 skins > http://www.maniapark.com/liste_car.php?a=24451&aS=24451
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
Re: xray´s tm² skins & objects
All of my TM2 skins > http://www.maniapark.com/liste_car.php?a=24451&aS=24451
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
Re: xray´s tm² skins & objects
thx
got stuck atm with an stadium trigger
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?

(click for large view)
This is the Item.xml
Guess this should be right? May i forgot something or made an mistake (didn´t see it for now^^)
Anyone help

got stuck atm with an stadium trigger

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?

(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>
Anyone help

All of my TM2 skins > http://www.maniapark.com/liste_car.php?a=24451&aS=24451
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
Re: xray´s tm² skins & objects
change
to
should do the trick 
Code: Select all
<TriggerShape Type="mesh" File="StadiumTunnelCP.Shape.gbx" />
Code: Select all
<TriggerShape Type="mesh" File="StadiumTunnelCPTrigger.Shape.gbx" />

Re: xray´s tm² skins & objects
aaawww how could i forgot this
Sometimes it needs hints, thank you, my fault
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)
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


Sometimes it needs hints, thank you, my fault


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)

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
All of my TM2 skins > http://www.maniapark.com/liste_car.php?a=24451&aS=24451
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
Re: xray´s tm² skins & objects
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.
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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