View Full Version : Need UScript specialist for UT tank...
legacy-Sneaker
08-11-2003, 07:48 PM
Hi folks,
I'm working on a tank for the Best Vehicle entry for the contest. Unfortunately I have no knowledge of UScript which is required
with Vehicle Karma (i think). If anyone has the will (and knows how!) to do this we can enter the mod together.
some ss's:
http://www.sneaker3d.com/images/UTtank1.jpg
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http://www.sneaker3d.com/images/UTtank2.jpg
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http://www.sneaker3d.com/images/UTtank3.jpg
Thanks!
email me at scott@sneaker3d.com if interested.
legacy-vlosk
08-12-2003, 12:18 AM
Great looking model! If you would be willing to flesh out some concept work for me, I'd love to set you up with some kickass code to get that 'baby up and gibbing in no time!
If interested, pls e-mail me at vlosk_c@hotmail.com
legacy-FireCrack
08-12-2003, 03:14 AM
I'd be willing to work on this, but making actual proper treads might not be possible, it might have to hover several inches above the ground prompting for the tracks to be covered by armour ( i think the 2k4 tank is like this)
oops email= PlaZmaBurnZ@hotmail.com
legacy-vlosk
08-12-2003, 03:44 AM
Hovering is one option, though would you not be better land-vehicle handling if it had say, or 8 wheels? Not necessaryly a realistic tank, but would look sweet if you integrated that with the model somehow...
legacy-Sneaker
08-12-2003, 03:53 AM
Hi guys, thanks for the interest.
FireCrack: wouldn't it be possible to have a two-sided animated texture as a tread? Planetside does it this way i believe.
legacy-FireCrack
08-12-2003, 04:15 AM
It would be posible to use a texture but...
1)The texture wouldnt generate any movement unlike a wheel or KapplyForce from hover code
2)Because the contact area isnt creating movement it's creating friction causing the tank to slow even if you did apply a KApply force to the tank it would 'drag' across the ground rather than riding across it and would likely try to do flips and stuff
Of course it doesnt have to be a Kvehicle but IMO those are better. if your gonna do it without karma however it may look weird going down hills or flying through the air. I dont know what engin planetside uses to do it's stuff but i'm preety sure it's not the unreal engine, if it is they had acess to native code which we do not and had a ton of coders anyways.
legacy-Mr Evil
08-12-2003, 08:19 AM
Originally posted by FireCrack
It would be posible to use a texture but...
1)The texture wouldnt generate any movement unlike a wheel or KapplyForce from hover code
2)Because the contact area isnt creating movement it's creating friction causing the tank to slow even if you did apply a KApply force to the tank it would 'drag' across the ground rather than riding across it and would likely try to do flips and stuff
Of course it doesnt have to be a Kvehicle but IMO those are better. if your gonna do it without karma however it may look weird going down hills or flying through the air. I dont know what engin planetside uses to do it's stuff but i'm preety sure it's not the unreal engine, if it is they had acess to native code which we do not and had a ton of coders anyways.
I'v made vehicles with no wheels that are moved using KApplyForce, and they work fine. You just have to be carfeul to keep the centre of mass low and play around with the various friction related settings.
legacy-Kaoh
08-12-2003, 11:46 AM
It should be possible to make a real karma based tank with real working treads.
Just make many rectangular boxes, put together with joints, then put wheels in them, code the wheels so that they have high traction on the rectangles and basicly your done.
I sure dont want to ttry and play with it tho, but it should work ;)
legacy-Mr Evil
08-12-2003, 11:52 AM
Originally posted by Kaoh
It should be possible to make a real karma based tank with real working treads.
Just make many rectangular boxes, put together with joints, then put wheels in them, code the wheels so that they have high traction on the rectangles and basicly your done.
I sure dont want to ttry and play with it tho, but it should work ;)
That would undoubtedly work a treat, but my experience tells me that having many Karma actors touching makes things go sloooowww.
legacy-Kaoh
08-12-2003, 12:58 PM
True, but with joints this problem is a bit less, this way they dont collide to eatchother, and thats the major reason for slow downs with karma, but it would still be slooowww, so many calculaitions take their price fast.
legacy-Sneaker
08-12-2003, 06:20 PM
Well you guys certainly have the ideas on how to make this work inside UEd. :cool:
FireCrack, are you still interested in working on this?
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