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Midtown Madness 2 Central > The Bodyshop > Dashboard Making
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Stereo
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Post subject: Dashboard Making Reply with quote

Okay, so I decided to post this in its own topic Razz
I used ZModeler 1.06f for this tutorial, earlier versions may not work right because of what's in the mtx files and ZModeler's local axis's changing. I centered the local axis on all my objects though, so it may be ok.

First things first, you need to model out a dashboard and texture it. I'm not going to help with this, assuming that if you know how to make a car you have learned how to texture and model. Everything in the dashboard can be flat.

Here are the objects you need to have modeled, where to put them.
damage_needle_H:m - damage needle. Center the pivot on 0,0, make it angled the way fully repaired should be (note: most cars use oil guage for this)
dash_H:m - dashboard itself. Center again on 0,0.
gear_indicator_H:m - gear counter. It's probably easiest to center this at 0,0 as well
roof_H:m - roof object. Used on most cars since the roof is seperate, not necessary to be centered at 0,0 if you don't want it to appear, since the dash object can go up as high as you want.
speed_needle_H:m - speedometer. Center pivot at 0,0 for ease of use, same goes for tach needle but again make it point where "0" would be.
tach_needle_H:m - see speed_needle
wheel_H:m - steering wheel. Easiest to center this at 0,0 too.

Tuning: this is actually not too hard if you know what you want, and what order to do it in.
tune\yourcar_dash.asnode will be used for all the tuning pretty much.

First. Get the dashboard the right size ingame to fit the whole screen exactly.
DashPos 0.0 0.00 -2.9
As you can see, the first 2 can be 0 and 0 since you centered it right? Razz
The third is the fun one. The lower it gets, the farther away the dash appears (generally should be between -1 and -10 to appear right size ingame) Because of this you don't have to make the dash to scale in ZModeler, this resizes it anyway. Just play with the number until the dashboard is the right size.

Once you have this, the rest is quite simple.
First: The third number is the "depth" of them.. apparently very lightly negative keeps them in front of the dashboard, you can determine what appears on what through this.
Next:
GearOffset 0.385000 -0.393000 -0.090000
Theres a Dmg, Speed, and TachOffset, and WheelPos. The Gearoffset does nothing. The other 4 determine the point on the dash the objects rotate around. You can determine these numbers simply, then fine tune - look at your object in ZModeler. Find the point on the dash where you want a specific object to rotate on, write these numbers down (or remember them) and type them into the first 2 numbers on that object's line. You usually have to adjust about +-0.02 to get them precise in game, but not too far. The wheel one is the only one that seems to end up way off sometimes.
Then:
DmgPivotOffset -0.055044 -0.036498 0.000000
Speed, Tach, and WheelPivotOffset in addition. These are easy. Open up yourcar_dash.txt in the geometry folder, and copy the second line's first 2 numbers :
Object: damage_needle_H:m
{
Center: {0.000055, 0.000617, 0.255104}
Center of mass: (0.055044, 0.036498, 0.255104}
Bounds: {0.208167, 0.160349, 0.000000}
}

Then, the important part.. invert them both (positive becomes negative, vice versa). You can see I did this with my example (taken off the rx7) The third number is always 0.

After that:
WheelFact 7.900000
This is the total revolutions the steering wheel makes center to lock. I think. It's measured in radians apparently, what I have there lets it go more than a full circle either way which is enough. (7.9 radians is close to 1.25 rotations) (1 rotation is 6.28[2pi] radians)

Then:
RPMRotMin -0.000000
RPMRotMax 4.883000
Also speed and damagerot.
0 is the direction they start, positive is clockwise from there and negative is counterclockwise. Again using radians. Thusly, we find that making the max negative rotates it counterclockwise and making it positive rotates it clockwise. Neutral If your needles pointed the 0 direction (for their guage) in Zmod you should be fine leaving the Min at 0.

Last:
GearPivotOffset -0.145000 -1.303000 -0.150000
This places the gear indicator. So figure out where you want it using Zmod and then put it there, similarly to the GearOffset and such.

Use the .camPovCS file to make what it looks at. It's like the bumpercam, but it's probably good to put it a little lower to make up for the dashboard being at the bottom of the screen.

One final note: Zmodeler reads where the mouse is in the bottom left, use these values for X and Y from the back view.
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Post 10 Jul 2004 08:19 pm
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john20bp
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Post subject: Reply with quote

WOW Rolling Eyes Man you are really really clever Mr. Green

*Pats Stereo on the back and throws him a cookie!*
Post 10 Jul 2004 08:23 pm
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Van2005ko
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Post subject: Reply with quote

Well thanks not to mention the dashboard files are experted as PKG files...

And select dashboard..
Post 15 Jun 2005 02:26 pm
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Van2005ko
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Ok you guys I have gotten all this far...

Now from this sceen and on what exactly am i supposed to do to et the dashboard into the game?

I tried during it earier however the game froozed up..

Post 16 Jun 2005 12:14 am
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_RicH_
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Post subject: Reply with quote

all those objects need :m on the end of the name.

wheel_H:m
roof_H:m

etc
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Post 16 Jun 2005 08:01 am
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Van2005ko
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Post subject: Reply with quote

_RicH_ wrote:
all those objects need :m on the end of the name.

wheel_H:m
roof_H:m

etc

Thank You
Does the objects needs to be textured as well?

Does one 1024x1024 with alpha transparency TGA image assigned to the model work in the game?
Post 16 Jun 2005 01:00 pm
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_RicH_
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Post subject: Reply with quote

they dont have to be textured, and a tga file should work fine.

as long as its an uncompressed tga
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Post 16 Jun 2005 04:25 pm
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Van2005ko
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Post subject: Reply with quote

Do I need any other files?

texture files in the texture dir to make this work?

eg..._needle or anything?
any file besides the pkg file needs to be done ?
Becouse I am getting a 'memoryallocator' error..
Post 17 Jun 2005 02:24 pm
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Van2005ko
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Van2005ko wrote:
Do I need any other files?

texture files in the texture dir to make this work?

eg..._needle or anything?
any file besides the pkg file needs to be done ?
Becouse I am getting a 'memoryallocator' error..


Ok I found the problem. The dashboard can ONLY be model using the BACK window of zmolder not model using the front window.




Needs tuning though..
Post 19 Jun 2005 04:52 pm
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john20bp
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Post subject: Reply with quote

Sorry but im confused which do I need to change to change how much the wheel turns in the dash?
Post 03 Jul 2005 05:51 pm
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Van2005ko
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Post subject: Reply with quote

john20bp wrote:
Sorry but im confused which do I need to change to change how much the wheel turns in the dash?
Well I try a typical setting of 4-5 rotations...
Post 03 Jul 2005 06:25 pm
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wow... 10 replies and 2000 plus views Shocked
Post 04 Jul 2005 01:05 am
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Caja
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Post subject: Reply with quote

the link of this thread is present on several mm2 websites like tutorial Cool
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Post 04 Jul 2005 02:38 am
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Van2005ko
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Post subject: Reply with quote

Caja wrote:
the link of this thread is present on several mm2 websites like tutorial Cool


That's why I went back in time and bring back up this thread with my problem.

So when people view this with the same error they could have a better idea on how to deal with it...
Post 04 Jul 2005 03:15 am
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Van2005ko
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Post subject: Reply with quote

Anyways back on topic since that talking chimp try and miss it up..


I have manage to complete adding the dash into the Game everything is well set...


However there is one problem...


I can't get the muti-texturing of the gear_indicator_H:m object to work..

I experted it as dash with muti paint jobs...


I mapped the xx_Gear_R.TGA to zm and exported it as

_R to _N..._4

However while loading the game a memory allocator error pop up...

Am I doing something wrong?
Post 04 Jul 2005 02:35 pm
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