2020 wrote:ed hasn't stepped in to front his own designs
he's still in contact and producing versions
and interestingly
looks like he's taken a player's design as inspiration
and i believe he's producing a model to play with
this is the most normal by far...
love those, I like the discs as well, but the little man in them is kinda weird to me
I was experimenting with .mod files lately, and this is the best I can come up with so far. It's very simple, although at first it may feel a little "disabled", especially on nano maps. It's made of 96 triangles (well, 48 really). And it's spinning.
Have fun
And don't forget to make backups of original files, since it's not a moviepack.
That wall and floor looks really nice, pike! I'd really love to try them out. I saw your last post, which included pike.zip, but had part of the floor missing (couldn't get the same colour as yours..), cycle wall and I think some of the rest, missing also. Maybe you should make a moviepack?
P.S. People should really spend more time updating the wiki with new cockpits & moviepacks. Why is everyone not bothering to add their work there. Is there another place or something?
Yup, this floor doesn't work well with Arma 0.3, but as I usually use 0.2.8 I just didn't inquire why
I'll fix it and try to put everything into moviepack soon.
So whatever happened with this? I thought edd's 'normal' cycle looked really nice. Any chance it could become the standard cycle the game ships with? Could look really slick with pikes walls for example.
So whatever happened with this? I thought edd's 'normal' cycle looked really nice. Any chance it could become the standard cycle the game ships with? Could look really slick with pikes walls for example.
I'm all for it, the two wheeler deserves a retirement. We'd need an .ase, however.
I do want to make one advisement here, and that is to be aware of the scaling of the model. (Additionally, I don't know whether one can determine where the "point" resides along the length of the model, but that may be a consideration as well.)
I've attached a few screenshots. The top two are of the default moviepack model, the second two are Edd's low-poly cycle, and the third is the texture pack lightbuggy model.
All are taken from the same height. Notice how Edd's is larger. This can be a practical visual issue with it overlapping walls too much.
Now look at what occurs when turning. Notice how much the hind-end sticks out on the turn. On Edd's, the tail begins before the rear wheel, causing an odd pivoting effect. This makes gameplay screwy, at least for me. The motion is less conspicuous with the standard model, where it begins about the middle of the rear wheel. I think the buggy has the best placement, even if it's the ugliest model.
My suggestion is, whatever model is decided on, use the lightbuggy's scaling/placement as a cue, with little to none of the hind-end sticking out beyond the "point."
Know what I'm saying?
(Of course, the reverse is an issue as well—the fact that so much of the front-end extends beyond the point, thus causing the model to pass through a wall when it makes contact.)
You know what, Phytotron? I have always noticed that with Edd's cycle model, too. It's always bugged me. I don't use it for that reason exclusively. But... Taking matters in your own hands is always fun.
I scaled it down to the size of the original moviepack cycle. The top of the Edd cycle is not as high as the original, but it's scaled down perfectly now. I hope nobody (namely Edd) minds that I did this. Just trying to help.
Edit: I hope this is the right model. lol If not... where is it?