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Motorcycle in Zmodeler - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Community (https://www.vdrift.net/Forum/forumdisplay.php?fid=3) +--- Forum: Cars & Tracks (https://www.vdrift.net/Forum/forumdisplay.php?fid=11) +--- Thread: Motorcycle in Zmodeler (/showthread.php?tid=1433) Pages:
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- NaN - 01-31-2011 Yes. One mesh per texture. The game supports unique brake disk, wheel, tire meshes/textures. Although I've never really tested it. - asasinuxp - 01-31-2011 This is the models with textures converted: http://fisierulmeu.ro/23WPEDEZR7IJ/aprilia-vdrift-zip.html How it can be made the fork to be mobile and to rotate in game?And at wheel I have 3 models,it can be made to rotate the wheel and tire? - NaN - 01-31-2011 The meshes of the tire, wheel and brake component are rotating(hardcoded). A wheel can have a non rotating component(fender). Code: [wheel.fl.fender] I've added support for a steering wheel mesh. You could use it for the upper part of the fork. Code: [steering] - asasinuxp - 03-02-2011 http://www.mediafire.com/?y4jenase9eyrn6i What I'm doing wrong here?(the chain is not declared yet,and I will need to position the components correctly ) - cologne - 03-02-2011 NaN Wrote:The meshes of the tire, wheel and brake component are rotating(hardcoded). A wheel can have a non rotating component(fender).Don´t forget the mass of this non rotating unsprung component! Is "fender" a good name??? Something as "notrotating"...? - NaN - 03-02-2011 Quote:What I'm doing wrong here?(the chain is not declared yet,and I will need to position the components correctly )Looks quite good. There are some issues in VDrift to be fixed. - VDrift wants an about.txt in the folder(just create one). Need to change it to look for the car files instead. - There has to be a body texture named body00.png due to the way skins are handled atm. I think I should add a [skins] section into car config so that we can name the body textures explicitly. Code: [skins] - The wheel mesh has to have unit size(diameter = 1.0), will be scaled to fit the tire dimensions. - The tire mesh is not loaded properly I think, will look into it. - Looks like there is an issue with tire squeal for the case when the wheels are not touching the ground but rotating. Quote:mass of this non rotating unsprung componentUnsprung mass is not simulated. But component masses might be in the next future(right now only engine, tank, driver and wheels). Quote:notrotatingOK. It would be cool if we could attach multiple meshes to the components. Not sure what is the most readable way to implement this. - zimluura - 03-03-2011 Quote:- There has to be a body texture named body00.png due to the way skins are handled atm. I think I should add a [skins] section into car config so that we can name the body textures explicitly. in theory this would increase the effort required to make a skin. i think maybe a body.png for the default. and then body_skinname.png for others. or even a sub-directory for custom skins. at some point there could be quite allot of them. if/when that happens and vdrift automatically downloads a client's custom skin in a multiplayer game it would make it easy to clean up ones you don't need (without touching the .car files to make them out of sync with the data svn). mostly depends on how popular it gets. - NaN - 03-03-2011 I've been trying to get rid of such constructs "body_skinname.png" although not fully successful. An optional skins directory looks like a workable solution. - asasinuxp - 04-17-2011 How I can balance the bike? And this is the bike: https://sites.google.com/site/vdriftcars/testing-place/AP.zip?attredirects=0&d=1 - NaN - 04-18-2011 There is no way unfortunately. The game was not created with two wheel support. You could try to fake it by lowering center of mass below wheel contacts/road surface. Btw the bike config is a wild mixture of old and new parameters. I've updated the wiki to reflect the currently supported parameters: http://wiki.vdrift.net/Car_parameters Feedback is appreciated. - asasinuxp - 04-18-2011 I can't balance the bike . |