Minor issue when animating a banana....

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Re: Minor issue when animating a banana....

Postby Iced Earth » Tue Nov 10, 2009 2:16 am

we need to get you a gf or something dude. :lol:
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Re: Minor issue when animating a banana....

Postby Apache Thunder » Tue Nov 10, 2009 3:19 am

What makes you think that? :ugeek:
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Re: Minor issue when animating a banana....

Postby Iced Earth » Tue Nov 10, 2009 4:22 am

No reason! :geek:
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Re: Minor issue when animating a banana....

Postby freddy » Tue Nov 10, 2009 6:49 pm

he will just mod her to :D

or.. is it already to late? in that case pics please 8-)
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Re: Minor issue when animating a banana....

Postby Apache Thunder » Tue Nov 10, 2009 8:21 pm

lolz...

Anyways, I finally got the koopa shells to behave like I want them too:

http://www.youtube.com/watch?v=ByZ4klhkVy8

They will lose a bit of speed anytime they bounce off a wall, but now they will not lose speed merely from ground contact.

Combined with the zero friction/resisteance settings for the mat ID, this is what solved the issue:

Code: Select all
ObjectTemplate.grip c_PGFNoGrip


Also I set "materialElasticity" for the main mat ID for this to 3.5. Any higher and the koopa shell would bounce too much from hitting the ground. :P

Also in the video is the new wreck lod I made for the toadKart vehicle and the wreck effect that emits a wheel. (since my wreck mesh has one of the wheels removed. ;) ).

The next version is almost ready!
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Re: Minor issue when animating a banana....

Postby Poow » Tue Nov 10, 2009 10:10 pm

It's looking quite good!
Nice to hear the fancy mario-music in a bf map.
@
The cubes with the question mark. (Is there a name for it? :? )

Maybe there is a way to make a bunch of PCOs with a very low amount of hp points out of it. And everyone is reloading just a single ammo type (banana, mushroom, turtle etc.).
You could make a random spawner for all these cube objects.
Ammo types from all cars are empty at the beginning.
So while your drive through one of these cubes you are getting ammunition (eg. a banana) just before you are going to destroy the PCO cube with your car.

Mhh but the cars have only max. 2 ammo types right?
Or just try the PCO-cube ammo box instead.

Do you understand what I try do say? :?

And I'd love to buy one of the products with your avatar. But I doubt it will work as expected. :lol:
http://s37.photobucket.com/albums/e73/T ... tar_Me.gif
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Re: Minor issue when animating a banana....

Postby Apache Thunder » Tue Nov 10, 2009 10:23 pm

It's already set up to do something like that. Trouble is, that it doesn't work well when a kart passes one at full speed. :(

That's why I increased mag size for the karts. :P

As it is now all the koopa shells and bananas are the same ammo type. The box PCO you refer too is called an "Item box". ;)
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Re: Minor issue when animating a banana....

Postby Poow » Tue Nov 10, 2009 10:35 pm

Apache Thunder wrote:"Item box". ;)

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Re: Minor issue when animating a banana....

Postby RuBBa_cHiKiN » Thu Nov 12, 2009 12:28 pm

Btw, is the Luigi Circuit from MK64 or MKDD?
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Re: Minor issue when animating a banana....

Postby Apache Thunder » Thu Nov 12, 2009 5:17 pm

All the tracks are from MKDD. ;)

Except for Hidden Village. That one was from the Zelda Twilight Princess game.
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