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Messages - Mai42ator
# 1
I got a bit farther now, and also managed to make similar car physics. Featuring: almost vertical fast driving, unlimited reverse speed, and increasingly fast turning :)
They are in Nexuiz svn (development builds only, will be in the next release), if you do "set g_bugrigs 1" :) you may be interested in the code, you see it in svn, data/qcsrc/server/cl_physics.qc
If you just want to try it out and "feel" it, download Nexuiz, connect to the "Race over the lazy dog" server, and vote for the "yourewinner" map (console: vcall chmap yourewinner).
They are in Nexuiz svn (development builds only, will be in the next release), if you do "set g_bugrigs 1" :) you may be interested in the code, you see it in svn, data/qcsrc/server/cl_physics.qc
If you just want to try it out and "feel" it, download Nexuiz, connect to the "Race over the lazy dog" server, and vote for the "yourewinner" map (console: vcall chmap yourewinner).
# 2
I managed to convert the model format of Big Rigs to something usable (MD3).
Watch the result at:
(MD3 files created from the SCO files, and played in Nexuiz, a first person shooter)
Couldn't replicate all the WINNER bugs in custom game code yet, though...
The script I wrote to convert the SCO files is contained in the PK3 archive of the map. Can Sauerbraten read MD3 too?
Placement of the models is hard, and I haven't fully figured it out yet. It SEEMS like it uses the "CentralPoint" location to trace down to the floor, and aligns the lowest plane of the model's bounding box to that trace end point.
The converted data, and the perl scripts, are at http://emptyset.endoftheinternet.org/~rpolzer/nexuiz/maps/unofficial/map-yourewinner_v1r2.pk3
Watch the result at:
(MD3 files created from the SCO files, and played in Nexuiz, a first person shooter)
Couldn't replicate all the WINNER bugs in custom game code yet, though...
The script I wrote to convert the SCO files is contained in the PK3 archive of the map. Can Sauerbraten read MD3 too?
Placement of the models is hard, and I haven't fully figured it out yet. It SEEMS like it uses the "CentralPoint" location to trace down to the floor, and aligns the lowest plane of the model's bounding box to that trace end point.
The converted data, and the perl scripts, are at http://emptyset.endoftheinternet.org/~rpolzer/nexuiz/maps/unofficial/map-yourewinner_v1r2.pk3
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