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Posted: 13 Oct 2006, 01:11
by rattle
I could do that as well though Argh's is easier to read. Mine includes seperation into left and right tracks as well (to make them individualy reversable). Anyway, to make good tracks it needs a bit more than just a script...

Posted: 13 Oct 2006, 02:54
by Argh
Mainly the tracks for the Knight in NanoBlobs are achieved through modeling tricks, which, for various reasons, aren't going to be easy for most people to do. Doing 'em with Wings would be a nightmare- you really have to have an app that will do an array along a curve. FLOZi's method is a lot easier in some ways, but it also requires some tricky stuff. I should probably do an example using FLOZi's technique though, because it's fairly easy and can be applied to a lot've other things.

Posted: 13 Oct 2006, 03:10
by Snipawolf
Well from what I get, it seems like you need multiple treads to make it work. Merely hiding and unhiding as it goes....


Edit: It is probably deeper though..

Posted: 13 Oct 2006, 03:42
by Argh
No, it really is that simple- I'm just hiding and unhiding treads. The motion is an illusion, just the like the illusion of motion created by a motion picture or for that matter a computer :-)

You can inspect the model and export it to OBJ using UpSpring, if you really want to just look at it. It's not the actual geometry that was important- it's how it was made. As I said... not something you'd do with Wings. Maybe Blender can do arrays along paths... I dunno.

Posted: 13 Oct 2006, 03:47
by Snipawolf
How would Wings not be fit for something so simple? Merely sliding a UV or 8 seems like it would work...

Posted: 13 Oct 2006, 04:12
by Argh
Er... that's not how I did it. FLOZi did it that way, and I agree, that's very simple. Go look at what I did and then come back to this conversation ;)

Posted: 13 Oct 2006, 05:07
by rattle
Trust me it can't be done in wings the way Argh did it, I tried and the outcome just wan't worth the effort nor was it looking any good. Moving UV maps is the easiest way possible and it can look fairly good as well.

Posted: 13 Oct 2006, 05:56
by SpikedHelmet
YOU'VE ALL COMPLETELY LOST YOUR MINDS.

Posted: 13 Oct 2006, 06:01
by Neddie
Spiked, please.

Posted: 13 Oct 2006, 13:07
by Snipawolf
Wonder what was up with that... Yeah, ok, I'll check the script/unit... When I get home from school, I have to go in like 10 mins..

Posted: 13 Oct 2006, 17:48
by SpikedHelmet
I have a request.

For our mod (Spring: 1944) we are in need of a multi-use transport. This transport must be capable of transporting either 10 infantry OR 1 towed gun. Not both. Obviously it mustn't be able to transport anything else (like a 70-ton Tiger II). Ontop of that, while being towed, the gun must appear behind the truck at the right orientation (ie facing backwards) while being transported, but infantry must not...

Quite a challenge. For me, atleast. Infact, impossible for me.

Thanks in advance if anyone can help out...

Posted: 13 Oct 2006, 17:56
by FLOZi
I can do it. Just a case of having the motivation. :(

Posted: 13 Oct 2006, 18:28
by rattle
Thoght this was a GPL repository and not a do script x for me thread? 8)

Posted: 13 Oct 2006, 18:56
by SpikedHelmet
Oi! Such a script would be very useful and would/should find its place in any sort of collection of scripts!

Posted: 13 Oct 2006, 20:14
by Neddie
I believe somebody mentioned something about a weight tag, which would in theory allow you to carry 10 units of x weight, or 1 unit of 10x weight. I can't find it at the moment, but I'll ask around.

Posted: 13 Oct 2006, 20:17
by j5mello
its teh mass tag. Given a generic number (X) u can limit a transport to mass X. therefore give each infantry man X/10 and the towed gun X. all other units that should be untransportable should be mass>X. However there are some issues with this method and things don't always work out well. so make sure u do some testing

Posted: 13 Oct 2006, 20:25
by Neddie
Thanks, j5mello. That is what I remembered as well... who raised the issue? I can't remember who I heard it from... though I'm leaning to Smoth, Fang or Argh.

Posted: 13 Oct 2006, 20:29
by j5mello
fairly sure it was Fang, Caydr and someone else. Smoth's transports don't do a lot of... well, transporting. its either one, two, or three GMs.

Posted: 13 Oct 2006, 20:44
by FLOZi
The mass tags are part of the solution - yes, but the script is required to do a little more.

Posted: 13 Oct 2006, 21:42
by Guessmyname
Could this angle-finding script be used to fix the dodgy turret aiming anims you get with aircraft?