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marzez
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i seem to remember someone got 8 wheels working on a neoplan megashuttle, or something like that.
still, thanks for the help. will give it a go.
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Post 27 Sep 2008 12:00 am
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HummersRock
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Someone got 8 wheels working for a military vehicle and he explained how to do it in a readme file that comes with it. It's the missile launcher car, and it may be available on mmarchive.
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Post 27 Sep 2008 12:03 am
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marzez
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thanks for the help.
will check it out.
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Post 27 Sep 2008 12:05 am
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Silent1Unknown
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Nothing outside this list will work I think.

fre_ber wrote:
I know that I'm sliding off topic here, but this thread was the one that started with sequencing of PKG parts.

I found this list in the Midtown2.exe:
Code:
static char **partnames =
{
    "",
    "body",
    "shadow",
    "hlight",
    "tlight",
    "rlight",
    "slight0",
    "slight1",
    "blight",
    "bodydamage",
    "siren0",
    "siren1",
    "decal",
    "driver",
    "shock0",
    "shock1",
    "shock2",
    "shock3",
    "arm0",
    "arm1",
    "arm2",
    "arm3",
    "shaft2",
    "shaft3",
    "axle0",
    "axle1",
    "engine",
    "whl0",
    "whl1",
    "whl2",
    "whl3",
    "break0",
    "break1",
    "break2",
    "break3",
    "break01",
    "break12",
    "break23",
    "break03",
    "hub0",
    "hub1",
    "hub2",
    "hub3",
    "trailer_hitch",
    "srn0",
    "srn1",
    "srn2",
    "srn3",
    "headlight0",
    "headlight1",
    "fndr0",
    "fndr1",
    "whl4",
    "whl5"
};

How does this sound for an exporter algorithm:

For each value in this list, search for a part with that name the model. First search for the H LOD, then the M, L and VL LODS. Whenever a match is found, write that part to the PKG file. Then move on to the next part name in the list.

Do you think that this will satisfy the sequencing issue?

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Post 27 Sep 2008 12:22 am
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b12man
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Post subject: Reply with quote

There's also the modtypes.ini file, which pretty much states that.
Here's a copy/paste, I have not typed anything in to it.
Code:

; Don't modify this without changing all relevent Check. entries.
; They're specified in the order listed here.  (So, for example, if
; you add a VH entry first, you'll need to add Check.Very High LOD before
; Check.High LOD everywhere).
LodSuffixes=H M L VL

; This section matches patterns against filenames to determine type.
; These are checked in order specified, so more specific ones should
; be listed first.  (in a worst case, a totally special model can be
; directly referred to by name here)  A # character in a prefix will
; match any digit, and a ? will match any single character.
; A * character will match 0 or more characters.
[Patterns]
giz_bridge*=GizmoBridge
giz_pcar*=Prop
giz*=Gizmo
pedanim_*=PedAnimations
pedmodel_*=PedModel
va_ug_*=Prop
va_bus_f=AmbientSixWheel
vp*dash=Dashboard
vpsemi_trailer=Trailer
vpcentury_trailer=TrailerSixWheel
vpcentury=SixWheeler
vpeagle=SixWheeler
vpmoonrover=MoonRover
vppanozgt=PlayerVehicle
vppanoz=Roadster
*bbuggy=BajaBuggy
*ttruck=TrophyTruck
vp*=PlayerVehicle
va_cabl*=CableCar
va*=AmbientVehicle
?pdraw*=Drawbridge
?p_traflit*=TrafficLight
?p*=Prop
pt*=Prop
*city=City
*lm=City         ; need to be careful about this one, it's pretty general
*_hitid=Hitid
?l*=Landmark
fac_*=Wall
?w*=Wall
hud*=Hud
sky_dome*=CPVGeneric
*=Generic

; Second part defines these model types in terms of required and optional
; groups.  GEO files are scanned for these groups and files are generated
; indicating which are actually present.  Configs can inherit the initial
; state of other configs with [Name: Parent] syntax.  Then replace properties
; as necessary.  The += syntax allows information to be appended to an
; existing entry, which prevents excessively long lines; it's also handy
; when subclassing.  The += form adds a space, then the new information.

; ReqGeom=space-separated list of required groups.  _H, _M, _L, _VL processing
; is done on these entries.
; OptGeom=list of optional groups; _H, _M, _L, _VL processing done here.
; ReqBound=list of required bounds; _BND suffix added to filename.
; OptBound=list of optional bounds
; Check.<NAME>=Combination of groups rendered for visual verification
;    Must be specified in same order as LodSuffixes entry.
; Toggle.<NAME>=List of groups rendered with specific feedback for
;    visual verification.
; The group ALL is a special case for geometry and bounds, and refers to
;  all of the geometry in the model (in the case of geometry, we look for
;  H, M, L, VL groups (ie not as suffixes)). [NOT IMPLENTED YET!]
; Many keywords support a %s substitution which causes the current
;  filename to be inserted at that point.  (Texsheet and ReqFiles)
; TexSheet defines the name of the texsheet required by this model type.
;  global.tsh is always loaded; player vehicles also use %s.tsh to
;  refer to their name.
; ReqFiles is used by the -verifyFiles option and is a list of files to
;  check for existence (with %s substitution on the basename).  If specified,
;  there should also be a DefaultFile entry which is copied to the required
;  file should it be missing.
; SaveDLP indicates whether or not the DLP file used internally should also
;  be written back out.  Defaults to No if unspecified.

[Vehicle]
ReqGeom=BODY SHADOW HLIGHT TLIGHT
ReqCentroidOffsetGeom=WHL0 WHL1 WHL2 WHL3
ReqPivotGeom=SHOCK0 SHOCK1 SHOCK2 SHOCK3
ReqBound=BOUND
Check.High LOD=BODY SHADOW
Check.High LOD+=WHL0 WHL1 WHL2 WHL3
Check.High LOD+=SHOCK0 SHOCK1 SHOCK2 SHOCK3
Check.Med LOD=BODY SHADOW
Check.Low LOD=BODY SHADOW
Check.Very Low LOD=BODY
Toggle.Left Headlight=HLIGHT0
Toggle.Right Headlight=HLIGHT1
Toggle.Left Tail Light=TLIGHT0
Toggle.Right Tail Light=TLIGHT1
SaveDLP=Yes

[Trailer]
FixMAX=NO
ReqGeom=TRAILER SHADOW TLIGHT
ReqCentroidOffsetGeom=TWHL0 TWHL1 TWHL2 TWHL3
ReqCentroidOffsetGeom+=TRAILER_HITCH
ReqBound=BOUND
Toggle.Left Tail Light=TLIGHT0
Toggle.Right Tail Light=TLIGHT1
SaveDLP=Yes

[TrailerSixWheel: Trailer]
ReqCentroidOffsetGeom+=TWHL4 TWHL5

; this is a copy from Vehicle above without the TLIGHT
[CableCar]
FixMAX=NO
ReqGeom=BODY SHADOW HLIGHT
ReqBound=BOUND
SaveDLP=Yes

[Subway]
FixMAX=NO
;ReqGeom=BODY SHADOW HLIGHT
ReqGeom=BODY HLIGHT
ReqBound=BOUND
SaveDLP=Yes

[AmbientVehicle: Vehicle]
FixMAX=NO
ReqGeom+=SLIGHT0 SLIGHT1
ReqCentroidOffsetGeom+=HEADLIGHT0 HEADLIGHT1
ReqAmbient=ALL
Toggle.Left Turn Signal=SLIGHT0
Toggle.Right Turn Signal=SLIGHT1

[PlayerVehicle: Vehicle]
FixMAX=NO
ReqGeom+=RLIGHT
OptGeom+=BLIGHT
OptGeom+=SIREN0 SIREN1
ReqCentroidOffsetGeom+=BREAK0 BREAK1 BREAK2 BREAK3
ReqCentroidOffsetGeom+=BREAK01 BREAK12 BREAK23 BREAK03
ReqCentroidOffsetGeom+=HUB0 HUB1 HUB2 HUB3
ReqCentroidOffsetGeom+=TRAILER_HITCH SRN0 SRN1 SRN2 SRN3
ReqCentroidOffsetGeom+=HEADLIGHT0 HEADLIGHT1
Toggle.Reverse Lights=RLIGHT
Toggle.Brake Lights=BLIGHT
Texsheet=%s.tsh
ReqFiles=tune/%s.vehcarsim
ReqFiles+=tune/%s_pov.campovcs tune/%s_far.camtrackcs tune/%s_near.trackcamcs

DefaultFile=vpbbuggy
Table=PlayerVehicles

[Roadster: PlayerVehicle]
ReqCentroidOffsetGeom+=FNDR0 FNDR1
LOD.High+=FNDR0 FNDR1
LOD.Med+=FNDR0 FNDR1

[MonsterTruck: PlayerVehicle]
ReqGeom+=VPTAXLE0 VPTAXLE1
LOD.High+=VPTAXLE0 VPTAXLE1
ReqBound=BOUND

[BajaBuggy: PlayerVehicle]
ReqPivotGeom+=ARM0 ARM1 ARM2 ARM3 SHAFT2 SHAFT3
LOD.High+=ARM0 ARM1 ARM2 ARM3 SHAFT2 SHAFT3
LOD.Med+=ARM0 ARM1 ARM2 ARM3 SHAFT2 SHAFT3

[TrophyTruck: PlayerVehicle]
ReqPivotGeom+=ARM0 ARM1 ARM2 ARM3 AXLE1
LOD.High+=ARM0 ARM1 AXLE1
LOD.Med+=ARM0 ARM1 AXLE1

[MassiveTruck: PlayerVehicle]
ReqPivotGeom+=ARM0 ARM1 ARM2 ARM3 AXLE0 AXLE1
LOD.High+=ARM0 ARM1 AXLE1
LOD.Med+=ARM0 ARM1 AXLE1

[Prop]
ReqBanger=ALL : this bad boy does it all
ResetTransforms=YES
OptGeom=GLOW
OptBound=BOUND
GeomPattern=BREAK*
Table=Props

[TrafficLight: Prop]
ReqBangerGlow+=REDGLOWDAY
ReqBangerGlow+=YELLOWGLOWDAY
ReqBangerGlow+=GREENGLOWDAY
ReqBangerGlow+=WALK_DAY
ReqBangerGlow+=NOWALK_DAY
ReqBangerGlow+=REDGLOWNIGHT
ReqBangerGlow+=YELLOWGLOWNIGHT
ReqBangerGlow+=GREENGLOWNIGHT
ReqBangerGlow+=WALK_NIGHT
ReqBangerGlow+=NOWALK_NIGHT

[Landmark]
ReqCentroidOffsetGeom=ALL
ResetTransforms=YES
ReqLandmarkBound=BOUND
Lines=JOIN
Table=Landmarks

[Wall]
ReqGeom=ALL
ResetTransforms=YES
OptBound=BOUND
Lines=JOIN
Table=Walls
TableField=Type
TableValue=Custom

[Dashboard]
; The geom is created by the centroid line.
;ReqGeom=damage_needle dash gear_indicator roof speed_needle tach_needle
;FixMAX=NO
ReqCentroidOffsetGeom=damage_needle dash gear_indicator roof speed_needle
ReqCentroidOffsetGeom+=tach_needle wheel
OptGeom=dash_extra
ResetTransforms=YES
FVF=VT1

[Hud]
ReqGeom=ALL
ResetTransforms=YES
FVF=VT1

[Generic]
ReqGeom=ALL
ResetTransforms=YES

[SixWheeler: PlayerVehicle]
ReqCentroidOffsetGeom+=WHL4 WHL5

[MoonRover: PlayerVehicle]
ReqCentroidOffsetGeom+=FNDR0
LOD.High+=FNDR0
ReqCentroidOffsetGeom+=WHL4 WHL5

[AmbientSixWheel: AmbientVehicle]
ReqCentroidOffsetGeom+=WHL4 WHL5


[PedAnimations]
ReqPedAnim=ALL
Table=Animation

[PedModel]
ReqPedMod=ALL
; HACK so that shaders are saved out
ReqGeom=ALL
Table=Animation

[Gizmo]
ReqGeom=ALL
;ReqBanger=All
ReqBound=BOUND
;GeomPattern=BREAK*
ResetTransforms=YES

[GizmoBridge: Gizmo]
RequiredCentroidOffsetGeom=pivot

[CPVGeneric: Generic]
FVF=VT1

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Post 27 Sep 2008 12:25 am
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marzez
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thanks. have been attempting to make a 6 wheeled vehicle, but with no success. also, how do you create sirens for a car?
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Post 08 Oct 2008 07:40 am
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Silent1Unknown
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I will write a tutorial on that shortly, after I get my current car to have sirens working.
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Post 08 Oct 2008 06:17 pm
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marzez
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thanks for all the help. i've been having great fun modeling cars for mm2 because of your tutorial. i hope to model an undercover police car soon. (hence the sirens) your tutorial is absolutely awesome.

EDIT: i tried the link to the pdf file, but the file appears to be corrupted. either that or MAC OS X doesn't recognise the font. is there anything i can do?
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100 posts - 6:30, 17th August 2008. (gmt +10)
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Post 09 Oct 2008 10:12 am
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Silent1Unknown
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Yea, I kinda forgot about this. But I was reminded recently, so here is the unofficial tutorial:

HOW TO MAKE A COP CAR

PART 1 - THE MODELING ASPECTS

1. Get DeAR2 and ZM 1.05c. You can find them on most MM2 sites.
2. Extract vpcop files from bound and geometry folders (in mm2core.ar).
3. Import in ZM (1.05c) and save as .z3d.
4. Open your scratch-made car and merge (from vpcop.z3d) the siren objects.
5. Place correctly and center axes.
6. Save and Export.
7. Package into .ar

The SIREN0 and SIREN1 objects are not absolutely necessary. They are like the HLIGHT_L objects and their purpose is mysterious. Their proper names are SIREN0_L and SIREN1_L.

The SRN0, SRN1, SRN2 and SRN3 objects are the important objects. You can import them from the default cop car or make your own. Their positions define where the glowballs will be placed and their colors will define what colors they glow in game. What is not important about these objects are ofcourse, their shapes. They are similar to HEADLIGHT objects. Their proper names are SRN0_H:m, SRN1_H:m, SRN2_H:m and SRN3_H:m. These will induce the creation of .mtx files in the GEOMETRY folder, so dont forget to make bangerdata files for these too.

OH! When you add SRN objects, the HEADLIGHT objects automatically blink in game.


PART 2 - THE DREADED ADDON_VEHTYPES.AR Twisted Evil

1. Find the cop car that was released most recently since it has the most up-to-date addon_vehtypes.ar file. It is most probably my Barricade.
2. In the .ar file, look for the vehtypes.csv file and open with Notepad.
3. Under the cops section, add the basename of your cop car. Remember to put comma (,) before it. Example: ,newcop
4. Save and remake the addon_vehtypes.ar file. Its better to put a few exclamation marks in front of the name so it is read first. Example: !!!!addon_vehtypes.ar

When you release the car, people will need to use both the car.ar and the updated addon_vehtypes.ar. To activate and deactivate sirens in game, press the horn button, which is usually "Enter". If not, check by pressing F1.

And if you want to make the mod that replaces all the default cars in game with your own cop car, just take the mod that comes with my Barricade and replace all the basenames (brcd) with the basename of your own cop car.


Making a cop car the first time be very frustrating. It is normal to cry and pull your hair out. Wink


JUMP TO ANOTHER LESSON:
LESSON 1: SOFTWARE & BLUEPRINTS - PAGE 1
LESSON 2 PART 1: MODELING THE SIDE - PAGE 2
LESSON 2 PART 2: MODELING THE REST OF THE BODY - PAGE 3
LESSON 3: TEXTURING - PAGE 3
LESSON 4 PART 1: FINISHING TOUCHES - PAGE 4
LESSON 4 PART 2: THE OBJECT LIST - PAGE 4
LESSON 5: PACKAGING TO .AR - PAGE 5
LESSON 6: THE EXTRAS - PAGE 6
LESSON 7: MODELING REFINED - PAGE 6
TUNING AND AUDIO FILES EXPLAINED - PAGE 7
HOW TO MAKE ANIMATED TEXTURES - PAGE 8
HOW TO MAKE A COP CAR & SIRENS - PAGE 11

DOWNLOADS:
PDF VERSION (LESSONS 1 - 7 ONLY) + JEEP.Z3D + JEEP.AR - MMARCHIVE - MM2X
LESSON 1 - VIDEO
LESSON 2 - VIDEO

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Last edited by Silent1Unknown on 03 Apr 2010 04:20 pm; edited 2 times in total
Post 20 Jan 2009 11:27 pm
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evo
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Horn is Enter, H is speedometer Wink
Post 21 Jan 2009 04:22 pm
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Silent1Unknown
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Oh yea! My bad. H is for Hud.

I use gamepad so I rarely touch the keyboard.
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Silent1Unknown wrote:
Oh yea! My bad. H is for Hud.

I use gamepad so I rarely touch the keyboard.


Thats fair enough, but it could be dodgy as with Live For Speed when the horn is b. Rolling Eyes

Great tutorial, mate. Well done. Mr. Green
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Post 21 Jan 2009 09:53 pm
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evo
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Silent1Unknown wrote:
Oh yea! My bad. H is for Hud.

I use gamepad so I rarely touch the keyboard.

I use a gamepad too, but I still try to press ENTER on the keyboard lol its natural after a while.
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I used a flight stick at one time, but then the buttons started to fall off.........

So I use the keyboard now.
Post 22 Jan 2009 05:13 pm
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marzez
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thanks. i'll be able to get started on my undercover car now.
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Post 24 Jan 2009 05:06 am
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