B AATools. V0.5a <--!! + tutorial see pg. 2
- jessethemidget
- On Lightcycle Grid
- Posts: 36
- Joined: Sun Apr 01, 2007 10:49 pm
I've had a good play around with this, it's a great tool that works well. The trouble for me is learning to use blender
I've made a usable bike, that in principle I prefer over the original. It's a lot slimmer and the body has a nicer shape to it. Although it is quite rough. Really, I just shifted pixels around.
The trouble I found is that I was very restricted since the wheel sizes and positions were hard coded. So I couldn't drastically change the feel of the bike.
I know .ase files can be used, but not with rotating wheels.
how about putting the wheel dimensions and positions into a text file held in the models dir (or maybe this should be moved to a moviepack folder?).
Something like, for the current default bike:
I suppose rotation might have to factored into this also.
This could allow for more shapes to be used if wanted.
And how about, instead of each bike being the same on the grid, you see each person using the bike that they have specified.
Maybe the client could have a selection of vehicles preloaded, with a "bike chooser" or something.
Of course it would mean that as you enter a server it would have to request the mod, text and texture files of your bike, to be downloaded by every other client.
Older pc clients could have the option to not use this.
And this got me thinking.
If arma is able to render these (and ase) shapes, with movement, how about being able to use them as scenery?
For example, let's say you had a circular windmill, with rotating blades. The server only needs to know about the wall at the base. But the client sees a windmill with rotating blades. Add to this v2 death zones that are in harmony with the rotating blades, you have interactive psudeo 3D maps.
You would need to be able to specify and wrap textures onto these objects make it truely work too.
Just some thoughts, or perhaps an afternoon's work for someone
Anyways, here's the bike.

I've made a usable bike, that in principle I prefer over the original. It's a lot slimmer and the body has a nicer shape to it. Although it is quite rough. Really, I just shifted pixels around.
The trouble I found is that I was very restricted since the wheel sizes and positions were hard coded. So I couldn't drastically change the feel of the bike.
I know .ase files can be used, but not with rotating wheels.
how about putting the wheel dimensions and positions into a text file held in the models dir (or maybe this should be moved to a moviepack folder?).
Something like, for the current default bike:
Code: Select all
cycle_body.mod 0 0 0
cycle_front.mod 1.84 0 0.43
cycle_front.mod 0 0 0.73
This could allow for more shapes to be used if wanted.
And how about, instead of each bike being the same on the grid, you see each person using the bike that they have specified.
Maybe the client could have a selection of vehicles preloaded, with a "bike chooser" or something.
Of course it would mean that as you enter a server it would have to request the mod, text and texture files of your bike, to be downloaded by every other client.
Older pc clients could have the option to not use this.
And this got me thinking.
If arma is able to render these (and ase) shapes, with movement, how about being able to use them as scenery?
For example, let's say you had a circular windmill, with rotating blades. The server only needs to know about the wall at the base. But the client sees a windmill with rotating blades. Add to this v2 death zones that are in harmony with the rotating blades, you have interactive psudeo 3D maps.
You would need to be able to specify and wrap textures onto these objects make it truely work too.
Just some thoughts, or perhaps an afternoon's work for someone

Anyways, here's the bike.
- Attachments
-
- models.zip
- replace models folder with this one.
- (1.68 KiB) Downloaded 237 times