The update for the construction vehicles is now available.
Construction equipment - Landscaping vehicle set
steam will get it later today
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The update for the construction vehicles is now available.
Construction equipment - Landscaping vehicle set
steam will get it later today
Dunkel den Parameter habe ich schon gefunden.. der Intervall für KI .. also der neue Standardwert (die 200) ist viel zu schnell.. mehr als doppelt so schnell wie vorher.. das sieht bei den Fahrzeugen gruselig aus. ich kann zwar jedes Fahrzeug anpassen, aber zum 1nen wäre das absolut nervig jedes Fahrzeug wieder auf einen normalen Wert zu bringen und die KI blinkt dann trotzdem noch als würde man sie Jagen.
Exactly the same dilema is on my mind. Please let me know what you choose to do with this.
I'm still in doubt on the "dust" for the scraper, it also shows when the vehicles are standing still, when driving it is kind-a cool, a bit like as it is cutting the road.
If you select the default properties in the model editor it is set to 200 ms (not sure if the game itself uses the same but it would make sense). I mentioned that the frequency is much higher than before but it was said UG hasn't changed anything and noone else complainded while the beta tests. Good you noticed it too...so it's not me getting crazy.
Probably it is a side effect of the introduction of frequency setting, where the fallback is different than the old setting.
Not sure if UG will change it, since what is right/wrong is undefined. If real life speed was to be matched days would need to be much longer to be able to get any realistic animations.
So I'm thinking to adopt the new speed. However a 200ms probably can't be translated to a frame rate, since that is user/hardware dependent ... hmmm
Question, do we know what the frequency of the vanila blink-lights is?
Since the update is it a lot higher so I am considering to increase it for my asset mods as well.
Knowing the game default will help to set proper (deviating) values.
Thanks
A question again, before completing the upgrade for the construction vehicles.
For the scraper that are in operation I tried to add a dust effect, since (at least to my knowledge) the smoke is only generated in grey shades, it looks a bit like steam instead.
What do you think keep it or drop it?
(or perhaps only on 1 or 2)
The compactor does not receive a smoke update, but gets a junior model instead.
At about 2/3 of the size of the original and a bit simplified these can be used on smaller sites.
The feedback (asset selection menu in the 90s car mod) is maybe comming a litte bit late but... It took me some time to get used to it but now I really love it. Especially when you want to place a lot of cars in a row it is very helpfull and easy to customize. A very clever solution!
The one thing I still consider to add is to get a random 180 degree rotaion, so you get forward as well as backward parked cars in one go.
Logicly the construction vehicles will recieve a particle system. So took a side step for that this evening.
Besides the particle system I've also smoothened a few meshes. Just some test runs remain, the update will be here before the weekend.
Retry
for a Greman standard taxi. MaikC
I've aimed to middle a bit between the areodynamic current model and the old just square signs.
I wasn't able to find actual samples of the real signs as in use in the 90's other than a few (too) low resolution YouTube videos of cities in the 90's where taxis passed by in a few shots.
Greetings,
Oh. yes this is a mastodont Benz, the model is sized at 200% here to review the meshes.
It is too high here stel agree, I do think these were used in Germany as well, but correct me when wrong pls.
[Blockierte Grafik: https://i.ebayimg.com/images/g/pVUAAOSwRbJb-VfO/s-l1600.jpg]
Started a first version of a German taxi.
I'm not sure when commercials on the side became common? Think it was still not so much at least back in the '90...
Completing the taxi pack for France is going to be a Road traffic mod. The taxis have deviating color config and a driver character besides the game 'person'.
I aim to make this for Paris only and to include the C-class, E-class & 406. Those will then spwan as regular road traffic.
If you desire more models or other cities, now is the time to let me know.
Yeah, drivers getting out
Very nice animations! ![]()
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I have seen similar when I was making the DAF fire trucks.
Two causes I found;
1. When you have the model open in the editor with auto-update enabled and then change the mdl file, the reloaded model can appear as such. This seemed to happen more when I had not the first lod in display of the model editor. Solution; switch to lod0 and open the model again in the editor.
2. I have also seen this when the character was reference to an unexisting mesh.
Decided to go for a crew option for the taxis.
Driver driving
Driver sitting
and perhaps a passenger.
For the driver sitting I made a new position for the character, it's simply a combination of the driving and sitting vanila animations. Legs and feet are 'driving', body and arms are 'sitting'.
Therewith I can position him without his feet sticking out. At the moment I've only done so for the era_c road driver, but it works well;
As noted by MaikC, such is not moddable.
You know there is already a nice toll gate from hugedragon?
I've uploaded a short vid of a road test for the taxis;
For France my taxi pack is progressing.
It will contain 4 vehicles in 3 colors each and offers a choice for taxi signs from Paris, Poitiers and (of course) Marseille.
The selection is similar to the selection in the main mod, so includes random model selection.
Just wondering if I want to add a crew feature for the asset now ... (??)