Draco - Sunday, 3 August 2008

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Re: Draco - Sunday, 3 August 2008

Post by Draconisaurus »

RexHunter99 wrote:Yep, thought as much, also can there be at least 4 of these
Okay so, the reason the jeep has AlwaysFace = true is because otherwise it would tumble around with the cube. When you would have 4 objects, they would all tumble in a manner consistently planar to each other. Just think about it and you'll get it... this isn't REALLY like the player's foot model, it's just an illusion that does the trick in the right circumstance.
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Re: Draco - Sunday, 3 August 2008

Post by RexHunter99 »

So its a standard model with standard physics boxes, just with AlwaysFace = true?
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Re: Draco - Sunday, 3 August 2008

Post by machf »

...and some scripting to push it away from the player.
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Re: Draco - Sunday, 3 August 2008

Post by Draconisaurus »

Since I can't release the level at this time, sadly (most of the updates are too sensitive to JPDS1), I'll go ahead and post some scripts here.

Code: Select all

group DriveableOpenJeep-00 = {
    string Class = "CInstance"
    bool Tangible = true
    bool Moveable = true
    string Type = "Compound"
    string Model00 = "$DriveJeepWheelA"
    bool AlwaysFace = true
}

group $DriveJeepWheelA = {
    string Class = "CInstance"
    bool Tangible = true
    bool Moveable = true
    float Density = 0.010000
}

group Trig_CarDriveTest = {
    int ext_GeometryType = 2
    string Class = "CLocationTrigger"
    bool PlayerEnterTrigger = true
    int FireCount = 1
    int BoundVol = 1
    int ProcessStyle = 3
    group Action00 = {
        int ActionType = 23
        string Sample = "Spec-Crane Start"
    }
    group Action01 = {
        int ActionType = 18
        string ObjectName = "PcrateJTLabs04-03"
        string TeleportDestObjectName = "TeleDestSoundCrate-02"
        bool HeightRelative = false
    }
    group Action02 = {
        int ActionType = 25
        float Delay = 2.500000
    }
    group Action03 = {
        int ActionType = 18
        string ObjectName = "PcrateJTLabs04-04"
        string TeleportDestObjectName = "TeleDestSoundCrate-03"
        bool HeightRelative = false
    }
}

group Trig_CarVelocity = {
    string Class = "CLocationTrigger"
    bool ObjectInTrigger = true
    string TriggerActivate = "PcrateJTLabs04-03"
    int FireCount = -1
    group Action00 = {
        int ActionType = 10
        string Target = "DriveableOpenJeep-00"
        float X = 4.000000
    }
}

group Trig_CarMotorRun = {
    string Class = "CLocationTrigger"
    bool ObjectInTrigger = true
    string TriggerActivate = "PcrateJTLabs04-04"
    int FireCount = -1
    float RepeatPeriod = 2.380000
    group Action00 = {
        int ActionType = 23
        string Sample = "Spec-Crane Motor Run"
        string Emitter = "DriveableOpenJeep-00"
        bool Attach = true
        float Volume = 5.000000
    }
}
Oh that's another thing I discovered in my testing... Any triggers with BoundVol = 1 NEED to be geometry type 2, and thus cannot be changed from bounding volume 0 to 1 within the editor (must be imported this way, and as the right geo type).
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Re: Draco - Sunday, 3 August 2008

Post by Second Illiteration »

You could release it to me :wink: :mrgreen: :yes:
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Re: Draco - Sunday, 3 August 2008

Post by Draconisaurus »

Haha, actually I may just do that... Mickey has restored my site to a new url, not as nice but it's great to have a site :yum:, however I don't have FTP access to it yet XD And the SWP file is currently huge, since it's the test platform for most of JPDS's new models. Hopefully I can sort that out tomorrow and letcha have a look...
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Re: Draco - Sunday, 3 August 2008

Post by machf »

What, so I've been uploading your stuff all day for nothing then? (ED is currently still uploading, but you can see the others in the downloads section already)
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Re: Draco - Sunday, 3 August 2008

Post by Draconisaurus »

Haha, well I wasn't given an indication that the site would return in any form.. and there's no guarantee it will be there indefinitely I think so it's best to have multiple download sites, you know. ;) Plus Mickey has oft expressed concerns with me putting levels on the server so it's likely I will still be linking to the ones here at TresCom and possibly removing some levels from my site..
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Re: Draco - Sunday, 3 August 2008

Post by RexHunter99 »

Um Draco, why not compress the SWP to a SPZ?
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Re: Draco - Sunday, 3 August 2008

Post by TheGuy »

Win RAR does a better job at compressing SWP's, than them being compressed into a SPZ, I think... and it's easier on the user.
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Re: Draco - Sunday, 3 August 2008

Post by Draconisaurus »

IIRC, Matt is correct, this discussion took place once before.. I think it's because the uncompressed BMP format in the SWP files is more compressible than the outdated BMP compression used in SPZ files, but I'm not sure.
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Re: Draco - Sunday, 3 August 2008

Post by RexHunter99 »

Well I compressed them up then Zipped/Rarred them, they got smaller by a few MB's than a SWP.
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Re: Draco - Sunday, 3 August 2008

Post by Draconisaurus »

Eh, I guess we'll have to test it again then, and get an exact count.. probably ought to try it with both a small and large size SWP/SPZ... Matt, got time for that? :yum:
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Re: Draco - Sunday, 3 August 2008

Post by TheGuy »

:yum:

East Dock SWP tests...

Uncompressed SWP file size: 74,752 KB

Compressed SPZ file size: 29,992 KB

Rarred SWP (best compression): 17,804 KB

Rarred SPZ (best compression): 23,968 KB

Zipped SWP (best compression): 22,145 KB

Zipped SPZ: (best compression): 26,306 KB



The Complex SWP tests...

Uncompressed SWP file size: 23,040 KB

Compressed SPZ file size: 10,545 KB

Rarred SWP (best compression): 7,314 KB

Rarred SPZ (best compression): 9,486 KB

Zipped SWP (best compression): 8,284 KB

Zipped SPZ (best compression): 9,834 KB

So, as you can see, compressing it to a SPZ actually makes the final RAR/ZIP bigger.
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Re: Draco - Sunday, 3 August 2008

Post by Draconisaurus »

Aha, excellent, thank you Matt. 8) So in conclusion... we should probably stay away from SPZ files as much as possible.
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