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Re: xray´s tm² skins & objects
Posted: 14 Feb 2015, 13:31
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
Re: xray´s tm² skins & objects
Posted: 23 Feb 2015, 12:59
by xrayjay
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!

Re: xray´s tm² skins & objects
Posted: 23 Feb 2015, 16:33
by Demented
Dang Man! You're doing some cool stuff!

Re: xray´s tm² skins & objects
Posted: 23 Feb 2015, 21:33
by xrayjay

thx
UPDATE: Now 4 embeddable blocks and it´s now a .gbx file (just put the .gbx into
[UserData]/Packs/ folder)
(thx to jui ^^)
Re: xray´s tm² skins & objects
Posted: 25 Feb 2015, 15:18
by xrayjay
new additional stadium items:

free - 0 planets
>
http://www.maniapark.com/ressource.php?id=2499

Re: xray´s tm² skins & objects
Posted: 25 Feb 2015, 17:08
by Nerpson
Nice job!
Re: xray´s tm² skins & objects
Posted: 26 Feb 2015, 12:13
by xrayjay
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
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

Re: xray´s tm² skins & objects
Posted: 26 Feb 2015, 12:29
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

Re: xray´s tm² skins & objects
Posted: 26 Feb 2015, 12:46
by xrayjay
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
Re: xray´s tm² skins & objects
Posted: 26 Feb 2015, 13:29
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.