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lemonrev's picture
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Posts: 1628
Submitted: Sun, 06/04/2014 - 02:29

errol really coming along with that mdl thing :), really nice work, and now you have the counterslash car as well as i think the decals so nice going ya.

ZNGRU's picture
Cunning Stunt Licker
Posts: 138
Submitted: Sun, 06/04/2014 - 07:43

And you can make the camera's that?

lemonrev's picture
Velociraptor Fister
Kickstarter Backer
Posts: 1628
Submitted: Sun, 06/04/2014 - 08:37

so Zngru how did you get that stable and in game and how did you mod the cam config part and files and stuff please detail :P

Eviron's picture
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Submitted: Sun, 06/04/2014 - 09:25

I might be wrong, sorry if I'm mistaken ZNGRU, but didn't he just move the free replay camera inside the car?

ZNGRU's picture
Cunning Stunt Licker
Posts: 138
Submitted: Sun, 06/04/2014 - 11:12

Eviron wrote:
I might be wrong, sorry if I'm mistaken ZNGRU, but didn't he just move the free replay camera inside the car?

You are not mistaken, that's interesting to me - you can theoretically make such a camera or not?

Deamon's picture
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Posts: 306
Submitted: Sun, 06/04/2014 - 11:22

Eviron wrote:
I might be wrong, sorry if I'm mistaken ZNGRU, but didn't he just move the free replay camera inside the car?

Was going to say the same thing :p Otherwise the in-game HUD would be visible. But since someone has already modded the rear view camera, it would be possible to do. It would probably only work for one car since cockpit (love that word ;) positions are different for each car ...

On another note, here is how I completely remove the mouse cursor from the game, so I can make screenshots/movies without it getting in the way! The Q-lock is handy, but you can't move the camera! This way, you can ;)

primary.ZAD\Data_Core\Content\UI\definitions\lube\pointer\mouse.lol

Paste this in there (replace all):

module((...), lube.seeall)
function defaults()
end
function initialise(_ARG_0_, _ARG_1_, _ARG_2_)
  _ARG_0_:create_graphic():set_image(image.cursor)
  _ARG_0_:create_graphic():set_visible(false)
end
function on_controller_change(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
  if not properties.ignore_controller_changes then
    if _ARG_3_ == "controller" then
      ui:hide_pointer()
    else
      ui:hide_pointer()
    end
  end
end

Please mind: you can only control the menus with the keyboard and controller this way! In action replay mode, you can't click the on screen buttons! You can still use the mouse to look around and move, and the keyboard/controller controls to control the action.

Edited by: Deamon on Tue, 08/04/2014 - 22:44

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ZNGRU's picture
Cunning Stunt Licker
Posts: 138
Submitted: Sun, 06/04/2014 - 12:10

Deamon wrote:
Eviron wrote:
I might be wrong, sorry if I'm mistaken ZNGRU, but didn't he just move the free replay camera inside the car?

Was going to say the same thing :p Otherwise the in-game HUD would be visible. But since someone has already modded the rear view camera, it would be possible to do. It would probably only work for one car since cockpit (love that word ;) positions are different for each car ...

Well then we will wait until somebody will not seriously cockpits.

HEX1GON's picture
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Posts: 261
Submitted: Sun, 06/04/2014 - 12:47

Trent wrote:
The good news:

The bad news:

The ugly news:

Basically the wheels the game is adding to the car (e.g. the wheel type set in vehicle_setup.cfg which references a wheel from veh_base.zad/Data_Core/Content/Vehicles/Wheels) are attached to the wheel objects which are part of the C1 car. Unfortunately the C1 car's wheel objects are being spawned at the car's origin location instead of where the wheels should be. I need to investigate this some more.

This is good news! :)

I might be wrong here, but perhaps the pivot points of the wheels are not correct? Might be another thing to look into.

How are the wheels positioned for the stock cars at the moment? I had a look at the scripts but I don't see much about wheels. Unless I'm looking into the wrong script.

Also with your LOLDecoder, I'm getting blank conversions from the setup.lol files from the cars. Other lol files I've tried have worked to allow APC and CU:NT selectable.

Edited by: HEX1GON on Sun, 06/04/2014 - 13:41
Trent's picture
I was in the War!
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Posts: 2997
Submitted: Sun, 06/04/2014 - 15:48

HEX1GON wrote:
This is good news! :)

I might be wrong here, but perhaps the pivot points of the wheels are not correct? Might be another thing to look into.

How are the wheels positioned for the stock cars at the moment? I had a look at the scripts but I don't see much about wheels. Unless I'm looking into the wrong script.

The problem is due to how the game expects the wheel nodes to be structured in the CNT file. I've manually altered the CNT file (hex editing by hand for the lose) to add NULL nodes for the game's wheel placement as children to the MODL nodes used for the C1 wheel models which has made the C1 hawk wheel models be positioned correctly (though there is a problem with the steering axis being wrong) but the game's wheel models are further out of place. The transform of the NULL nodes is set to position it them at zero relative to the MODL nodes, so they should be correctly placed but it seems like they're being transformed by the MODL nodes twice. Before I added the null nodes, it seemed the game's wheels were being correctly placed but MODL nodes were appearing at the car's origin so the wheels were rotating around that instead of are their pivot. Also the wheel rims don't seem to be appearing either.

The game's cars have a complex positional hierarchy of nodes defined in the CNT file and their physics hierarchy (e.g. which bit is welded to which other bit etc.) defined in the Structure.xml. Using the Eagle as an example: according to the Structure.XML the wheels are parented to the Disc_N_Axel_xx (where xx = FR, FL, RR or RL), which is parented to Hub_xx, which is parented to Wishbone_Mount_xx, which is parented to the c_Body root node. In comparison the original CNT hierarchy for the C1 Hawk was just WHLxx attached to the CARBODY. The game seems to be expecting a lot more complicated a hierarchy than that for positioning the wheels.

What I need is to have a CNT hierarchy and transform viewer/editor so I can properly investigate the structure of the original cars' CNT files and adjust the Hawk's CNT file accordingly.

Quote:
Also with your LOLDecoder, I'm getting blank conversions from the setup.lol files from the cars. Other lol files I've tried have worked to allow APC and CU:NT selectable.

Are you using the latest version of LOLDecoder from my signature? That version should have fixed the issue with it outputting blank files, it specifically does not write to the file if the output is empty. If you are using that version then could you post the output you're getting from the tool? You can run it with --debug to get extra information about what it's doing.

Deamon's picture
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Posts: 306
Submitted: Sun, 06/04/2014 - 16:45

Quote:
Quote:
Also with your LOLDecoder, I'm getting blank conversions from the setup.lol files from the cars. Other lol files I've tried have worked to allow APC and CU:NT selectable.

With the 1.4 LOLdecoder, it doesn't retain the lay-out of the file (returns), everything is just in one long line on my pc. So I'm still using LOLdecoder 1.21 with my elaborate JET fix ...

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