View Full Version : Wheel animation, animates incorrectly
Jantemplar
Aug 22 2009, 11:01
Hey guys, hopefully someone can help.
I have animated my car but have met a problem with the wheels, instead of the wheels turning, they animate themselves into a big circle around the car.
Im not sure what i have done wrong, but too me its fine, and this is what would have worked in ARMA 1, is there something different in ARMA 2 or have i made a mistake.
I hope someone can help.
If you need screen shots or a video just ask but for now here is the code for animating the wheels.
Thanks for reading and looking in on my post.
class Animations
{
class Steeringwheel
{
type = "rotation";
source = "drivingwheel";
selection = "volant";
axis = "osavolantkon";
memory = "false";
angle0 =4;
angle1 =-4;
minValue = -1;
maxValue = 1;
};
class TireFL
{
type="rotationX";
source="wheel";
selection="levy predni";
axis="";
memory=1;
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0=0;
angle1="rad -360";
};
class TireFR: TireFL
{
selection = "pravy predni";
axis="";
};
class TireRL: TireFL
{
selection = "levy zadni";
axis="RLaxis";
};
class TireRR: TireFL
{
selection = "pravy zadni";
axis="RRaxis";
};
class TireFLTurn
{
type = "rotationY";
source = "Steeringwheel";
selection = "levy predni";
axis = "";
memory = "true";
sourceAddress = "clamp";
minValue = -1;
maxValue = 1;
angle0 = "rad 35";
angle1 = "rad -35";
};
class TireFRTurn: TireFLTurn
{
selection = "pravy predni";
};
};
Soul_Assassin
Aug 22 2009, 11:29
try this:
class TireFL
{
type="rotationX";
source="wheel";
selection="levy predni";
axis="";
memory=true;
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0=0;
angle1="rad -360";
};
class TireFR: TireFL
{
selection = "pravy predni";
};
class TireRL: TireFL
{
selection = "levy zadni";
};
class TireRR: TireFL
{
selection = "pravy zadni";
};
Jantemplar
Aug 22 2009, 11:50
Nope, still circles around
make sure each selection only has the specific wheel selected and nothing else. from reading this, it looks like there might be an additional vertex or something selected which then screws up the rotation.
if that doesn't help, just add an axis in the memory lod for each wheel and change your model.cfg accordingly.
it might not be the best method to fix this, but it'll work.
Soul_Assassin
Aug 22 2009, 11:56
are your selection names set up correctly
Jantemplar
Aug 22 2009, 12:14
Hmm, i think i found the problem, There was just 1 extra point on the tire connected to a vehicle. Im trying it now.
Edit: Now the rims stay still and the rubber just goes round in a massive circle like it did before.
Edit 2 : Reconnected the rims, but still goes in a big circle around, also the steering wheel is not sticking to its axis and flies around the car.
I think it's time for some pictures now, showing both the selections for each wheel and the faulty animation. :)
Also, could you please post or link your complete model.cfg.
Jantemplar
Aug 22 2009, 12:27
Grhh, fraps wont work !!!!!
Ok heres what i have for now :)
Config.cpp
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
// type scope
#define private 0
#define protected 1
#define public 2
#define WeaponNoSlot 0// dummy weapons
#define WeaponSlotPrimary 1// primary weapons
#define WeaponSlotSecondary 16// secondary weapons
#define WeaponSlotItem 256// items
#define WeaponSlotBinocular 4096// binocular
#define WeaponHardMounted 65536
class CfgPatches
{
class Monaro
{
units[] = {"MonaroCiv"};
weapons[] = {};
requiredVersion = 1.000000;
};
};
class cfgsounds
{
class Monarostart
{
sound[]={"\Monaro\Civilian car\sounds\enginestart.wav",.10,1};
name="Monaro Start";
titles[]={};
};
};
class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class CfgWeapons;
class cfgSkeletons
{
class Monaro_Skeleton
{
isDiscrete=1;
skeletonInherit="";
skeletonBones[]=
{
"pravy predni","",
"pravy zadni","",
"levy predni","",
"levy zadni","",
"volant","",
};
};
};
class cfgModels
{
class Civcar
{
sectionsInherit="";
sections[]=
{
"levy predni","pravy predni","levi zadni","pravy zadni","volant",
};
skeletonName="Monaro_Skeleton";
class Animations
{
class Steeringwheel
{
type = "rotation";
source = "drivingwheel";
selection = "volant";
axis = "osavolantkon";
memory = "false";
angle0 =4;
angle1 =-4;
minValue = -1;
maxValue = 1;
};
class TireFL
{
type="rotationX";
source="wheel";
selection="levy predni";
axis="";
memory=true;
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0=0;
angle1="rad -360";
};
class TireFR: TireFL
{
selection = "pravy predni";
};
class TireRL: TireFL
{
selection = "levy zadni";
};
class TireRR: TireFL
{
selection = "pravy zadni";
};
class TireFLTurn
{
type = "rotationY";
source = "Steeringwheel";
selection = "levy predni";
axis = "";
memory = "true";
sourceAddress = "clamp";
minValue = -1;
maxValue = 1;
angle0 = "rad 35";
angle1 = "rad -35";
};
class TireFRTurn: TireFLTurn
{
selection = "pravy predni";
};
};
};
};
class CfgVehicleClasses
{
class Monaro
{
displayName = "MonaroCiv";
};
};
class CfgVehicles
{
class All{};
class AllVehicles: All{};
class Land: AllVehicles{};
class LandVehicle: Land{};
class Car : LandVehicle
{
class Exhausts;
class AnimationSources;
};
class Car_sedan : Car {};
class Monaro: Car_sedan
{
scope=public;
vehicleClass="Monaro";
displayName="Holden Monaro Civilian";
picture="\Monaro\icons\picture.pac";
icon="\Monaro\icons\icon.pac";
model="\Monaro\Civiliancar\Civcar";
nameSound="car";
autocenter=false;
accuracy=.90;
canlock = true;
crew="Doctor";
side=3;
type=1;
typicalCargo[]={};
cargoIsCoDriver[] = {1,0 };
magazines[] = {};
unloadInCombat = false;
class TransportWeapons{};
transportSoldier=3;
transportMaxMagazines=0;
transportMaxWeapons=0;
viewCargoShadow = true;
maxSpeed=209;
turnCoef=1.9500000;
terrainCoef=3.550000;
brakeDistance=20.00;
cost=30000;
fuelCapacity=35;
armorWheels=0.07;
armor=18;
armorStructural=8.0;
armorEngine=2.2;
soundEngine[]={"\Monaro\Civiliancar\sounds\engine.wav",.10,1};
selectionBrakeLights="BLight";
selectionBackLights="Blight";
class Exhausts
{
class exhaust1
{
position = "vyfuk start";
direction = "vyfuk konec";
effect ="ExhaustsEffect";
};
class exhaust2:exhaust1
{
position = "exhaust2start";
direction = "exhaust2end";
};
};
class Library {libTextDesc = "Holden Monaro.";};
class HitEngine {armor = 0.4;material = 60;name = "motor";visual = "motor";passThrough = 1;};
class HitBody {armor = 1;material = 51;name = "karoserie";visual = "karoserie";passThrough = 1;};
class HitFuel {armor = 0.3;material = 51;name = "palivo";passThrough = 1;};
class HitLFWheel {armor=0.38;material=-1;name="levy predni tlumic";visual="levy predni tlumic";passThrough=0;};
class HitRFWheel {armor=0.38;material=-1;name="pravy predni tlumic";visual="pravy predni tlumic";passThrough=0;};
class HitLBWheel {armor=0.38;material=-1;name="levy zadni tlumic";visual="levy zadni tlumic";passThrough=0;};
class HitRBWheel {armor=0.38;material=-1;name="pravy zadni tlumic";visual="pravy zadni tlumic";passThrough=0;};
};
};
and some oxygen screenies there over 100kb so links:
http://i264.photobucket.com/albums/ii191/Jantemplar/levyp.png
http://i264.photobucket.com/albums/ii191/Jantemplar/levyz.png
http://i264.photobucket.com/albums/ii191/Jantemplar/pravy.png
http://i264.photobucket.com/albums/ii191/Jantemplar/pravyz.png
Faulty animation Images in order:
http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-2222-46-40-13.jpg
http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-2222-46-47-04.jpg
http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-2222-46-49-16.jpg
http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-2222-46-51-22.jpg
http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-2222-46-53-01.jpg
http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-2222-46-54-76.jpg
http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-2222-47-00-42.jpg
http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-2222-47-01-61.jpg
http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-2222-47-02-86.jpg
http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-2222-47-04-18.jpg
http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-2222-47-05-89.jpg
http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-2222-47-07-33.jpg
If you guys need anything more just ask, its 11pm over here so i need to head to bed.
I hope we can figure out what is wrong.
p.s, ignore the shadow, its my fault i haven't completed the shadow lod.
Well, cfgSkeletons and cfgModels do not belong into the config.cpp file but into a file called model.cfg. you have to paste those classes in there and put the file into the same folder where your p3d is at.
Then try restarting bulldozer and try the anims again.
Switch anim sources using [ and ] and animate them with your mouse wheel.
You don't need to start ArmA to test anims.
Check this biki (http://community.bistudio.com/wiki/Oxygen_2_-_Manual) article for more info on o2 and bulldozer.
Also, change memory=true; to memory=false; or memory=0; as there is no axis present for those anims.
Jantemplar
Aug 22 2009, 13:00
Hmm, i thought i read somewhere you could put them in the config.cpp
Thanks for that bulldozer trick, didn't know about it. Trying now :P[COLOR="Silver"]
---------- Post added at 11:00 PM ---------- Previous post was at 10:56 PM ----------
No longer fixed, it works in bulldozer but the animations do not work in game.
[APS]Gnat
Aug 22 2009, 14:53
A Monaro! awesome
memory=true; --> memory="true";
"volant","", --> drop the last comma
"volant", --> drop the last comma
... might help ... maybe
Jantemplar
Aug 22 2009, 22:11
Thanks Gnat, oh and you would also be pleased to know the wheel is on the Right hand side :)
---------- Post added at 08:11 AM ---------- Previous post was at 07:33 AM ----------
Hmm interesting, the animations work correctly in bulldozer, but when i compile and put it in game they do not. Any thoughts or suggestions ??
Jantemplar
Aug 23 2009, 03:25
Anyone???
I assume you're not binarizing your addon?
Jantemplar
Aug 23 2009, 21:46
No im not, should i be??
[APS]Gnat
Aug 24 2009, 01:16
Yes. Certain things dont work properly until you do, and you never can tell exactly what until you do.
.... only takes a few minute to run BinPBO. You destination directory can be straight into your mod testing game directory :)
Jantemplar
Aug 24 2009, 03:20
ahh, i didn't know what he meant by binarize, yes i am compiling it into a PBO each time i test it in game.
Hang on maybe i made a mistake testing now.
Damit CPBO!!!, i just find out it does not binarize!!!, ok binarizing using binpbo now.
Edit: Ok well the animations still do not work. but the load time is ten times faster, also in generated a 3gb text file as well, what the hell is it??.
Rhodesy77
Aug 24 2009, 07:08
got a question about the same thing, im edited the landrovers currently to a 6 x 6 version (very very very wip so far) and just wanting to know how to get that 2 extra wheels to rotate on their own, is there another section name? or?
Jantemplar
Aug 24 2009, 21:49
I can answer that one rhodesy. In your model.cfg that you have your skeleton bones. In that add the names of what ever you called your brand new wheels like so.
"wheel5","",
"wheel6","",
Once youve done that then scroll down your model.cfg to your class animations, where you have your original wheels animating. Should look something like this:
class Animations
{
class Steeringwheel
{
type = "rotation";
source = "drivingwheel";
selection = "volant";
axis = "osavolantkon";
memory = "false";
angle0 =4;
angle1 =-4;
minValue = -1;
maxValue = 1;
};
class TireFL
{
type="rotationX";
source="wheel";
selection="levy predni";
axis="";
memory=true;
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0=0;
angle1="rad -360";
};
class TireFR: TireFL
{
selection = "pravy predni";
};
class TireRL: TireFL
{
selection = "levy zadni";
};
class TireRR: TireFL
{
selection = "pravy zadni";
};
class TireFLTurn
{
type = "rotationY";
source = "Steeringwheel";
selection = "levy predni";
axis = "";
memory = "true";
sourceAddress = "clamp";
minValue = -1;
maxValue = 1;
angle0 = "rad 35";
angle1 = "rad -35";
};
class TireFRTurn: TireFLTurn
{
selection = "pravy predni";
};
};
};
};
Once you find the sections you are looking for, all you need to add will be this
class TireML: firsttireanimated
{
selection = "wheel5";
};
class TireMR: firsttireanimated
{
selection = "wheel6";
};
if you have trouble post up your code and i will do it for you.
Now back to me, i have tried many things to fix it and now when ever i get in the drivers seat of the car the game crashes LOL. But when i get an ai to drive it around there is still the animation fault. So if anyone has an idea on how to fix it or would like the binarized or unbinarized for purely testing purposes only just ask, or give suggestion on how i could possibly fix it.
Rhodesy77
Aug 25 2009, 01:21
champion, wont be awhile till i work on it some more, was only some experiments, but will be doign it in the future
Jantemplar
Aug 25 2009, 09:56
Stuff it guys, im just going to restart and do the config, model selections etc.
[APS]Gnat
Aug 25 2009, 12:25
If after this you still having trouble, consider sending me the file, but your call.
Hi all! Gnat I can see you helped many of people here, I'm a noob in this and I would kindly ask for help. OK, so I'm done with my first model, it is a car, Lamborghini Murcielago, no textures yet or anything just model, I'm gonna start with config soon, and what I'm interested in are two things;
1. Do I have to use levy predni, pravi predni, etc... for wheels in config file or can I just use like l_front, r_front etc as those are my wheel names on model...? (how does game knows those are wheels anyways? How it recognizes them as ''wheels''?)
2. I have disc brakes with calipers on my model... how the hell do I animate those to turn left and right with front wheels lol? I can't link them to wheels cause they will rotate then?
I'm sorry if I'm bothering you it's just I don't know any other place to ask lol and I can see you're helping people around with these kind of things...
Thanks in advance!
P.S. Jan you said your game crashes when you enter in car, I've had same problem with my test object (ugly extremly-low-poly car lol) when I inherited skeleton from VWGolf for my car and I used czech names on skeleton/wheels(?)... I dunno if this helps I'm just saying I had same problem which occurred when I changed names to czech... or skeleton inherit caused the problem, I have no idea...
Model images:
http://i951.photobucket.com/albums/ad360/Minozaa/th_murcielago4.jpg (http://s951.photobucket.com/albums/ad360/Minozaa/?action=view¤t=murcielago4.jpg)
http://i951.photobucket.com/albums/ad360/Minozaa/th_murcielago01.jpg (http://s951.photobucket.com/albums/ad360/Minozaa/?action=view¤t=murcielago01.jpg)
http://i951.photobucket.com/albums/ad360/Minozaa/th_murcielago02.jpg (http://s951.photobucket.com/albums/ad360/Minozaa/?action=view¤t=murcielago02.jpg)
http://i951.photobucket.com/albums/ad360/Minozaa/th_murcielago03.jpg (http://s951.photobucket.com/albums/ad360/Minozaa/?action=view¤t=murcielago03.jpg)
http://i951.photobucket.com/albums/ad360/Minozaa/th_murcielago05.jpg (http://s951.photobucket.com/albums/ad360/Minozaa/?action=view¤t=murcielago05.jpg)
Crashing normally occurs if you are missing the view lods, in this case the View Pilot lod.
Each model should at least have the following lods in order to not cause any crashes:
A Resolution Lod
A View Pilot Lod
A Geometry Lod with a box and mass applied
A Landcontact Lod with vertices
Jantemplar
Aug 28 2009, 21:24
Would not the view cargo lod suffice, or do you require view cargo and view pilot.
Jantemplar
Aug 29 2009, 00:21
Well i just re did the the model definitions, and the config etc in buldozer its fine and the animations are working perfectly, soon as i throw it into game it goes back to what happened before.
Gnat m8, i think i will send you the file, just let me know how and ill send them over.
[APS]Gnat
Aug 29 2009, 07:39
hmmm maybe its a class inheritance problem
Jantemplar
Aug 29 2009, 10:16
Sent you a pm Gnat with the Download link Unpbod and unbinarized.
---------- Post added at 08:16 PM ---------- Previous post was at 07:05 PM ----------
Never mind, Problem solved thanks to NZDF Crash, Thanks for all your guys help and effort. A beta version should be released momentarily.
[APS]Gnat
Aug 29 2009, 13:57
geez .... after scratching my head over the wrong files (p3d and model.cfg) for hours it turns out its just 1 line in the config.cpp
autocenter = false;
Delete it !!
Best of luck mate.
Jantemplar
Aug 29 2009, 23:23
LOL!!!, thanks
Turns out Crash, still only got one of the animations working, so thanks for that Gnat, it fixed them all, woot!!!!1
I can't get my car to appear in editor (can't find it in selections)... Can't figure out what's wrong, this is my config.cpp:
class CfgPatches
{
class Murcielago
{
units[] = {Murcielago};
weapons[] = {};
requiredVersion = 1.00;
};
};
class CfgVehicleClasses
{
class Murcielago
{
displayName = "Murcielago";
};
class CfgVehicles
{
class Land;
class LandVehicle: Land {};
class Car: LandVehicle {};
class VWGolf : Car {};
class Murcielago : VWGolf
{
extCameraPosition[] = {0, 0.5, -8};
terrainCoef = 2.0;
crew = "Civilian2";
vehicleClass="Murcielago";
maxSpeed = 330;
model=\Murcielago\Murcielago;
DisplayName="Murcielago";
side=TCivilian;
transportSoldier=1;
};
};
And this is model.cfg:
class CfgSkeletons
{
//skelRefClass
class car;
class Murcielago:car
{
isDiscrete=1;
skeletonInherit = "";
skeletonBones[]=
{
"dr_weel","",
"ind_fuel","",
"ind_rpm","",
"ind_spd","",
"damp_fr","","damp_br","",
"damp_fl","","damp_bl","",
"l_b_wheel","damp_bl",
"l_f_clp","",
"l_f_wheel","damp_fl",
"r_b_wheel","damp_br",
"r_f_clp","",
"r_f_wheel","damp_fr",
};
};
//skelClass2
};
class CfgModels
{
class Default
{
sectionsInherit = "";
sections[] = {};
};
//modelRefClass
class car;
class Murcielago:car
{
sectionsInherit = "";
sections[] =
{
"damp_fl","damp_fr","damp_bl","damp_br",
"bck_lights","",
"body","",
"dr_weel","",
"exhaust","",
"frt_lights","",
"gear","",
"hand_brake","",
"ind_fuel","",
"ind_oil","",
"ind_rpm","",
"ind_spd","",
"ind_wtemp","",
"l_b_clp","",
"l_b_wheel","",
"l_f_clp","",
"l_f_wheel","",
"mirrors","",
"panel","",
"panel_undr","",
"pedals","",
"r_b_clp","",
"r_b_wheel","",
"r_f_clp","",
"r_f_wheel","",
"seats","",
};
skeletonName = "Murcielago";
class Animations
{
class FrontWheelR
{
type = "rotationX";
source = "wheel";
memory = "false";
angle0 = "0";
angle1 = "rad -360";
maxValue = "1";
minValue = "0";
selection = "r_f_wheel";
sourceAddress = "loop";
};
class FrontWheelL : FrontWheelR
{
selection = "l_f_wheel";
};
class FrontWheelRTurn
{
type = "rotationY";
source = "drivingWheel";
memory = "false";
angle0 = "rad 35";
angle1 = "rad -35";
maxValue = "1";
minValue = "-1";
selection = "r_f_wheel";
sourceAddress = "clamp";
};
class FrontWheelLTurn : FrontWheelRTurn
{
selection = "l_f_wheel";
};
class BackWheelR
{
type = "rotationX";
source = "wheel";
memory = "false";
angle0 = "0";
angle1 = "rad -360";
maxValue = "1";
minValue = "0";
selection = "r_b_wheel";
sourceAddress = "loop";
};
class BackWheelL : BackWheelR
{
selection = "l_b_wheel";
};
class FrontCaliperR
{
type = "rotation";
source = "drivingWheel";
memory = "true";
angle0 = "rad 35";
angle1 = "rad -35";
axis = "r_f_clp_axis";
maxValue = "1";
minValue = "-1";
selection = "r_f_clp";
sourceAddress = "clamp";
};
class SteeringWheel
{
type = "rotation";
source = "drivingWheel";
memory = "true";
angle0 = "rad -120";
angle1 = "rad 120";
axis = "dr_weel_axis";
maxValue = "1";
minValue = "-1";
selection = "dr_weel";
sourceAddress = "clamp";
};
class IndicatorFuel
{
type = "rotation";
source = "fuel";
memory = "true";
angle0 = "0";
angle1 = "rad 100";
axis = "ind_fuel_axis";
maxValue = "1";
minValue = "0";
selection = "ind_fuel";
sourceAddress = "clamp";
};
class IndicatorRpm
{
type = "rotation";
source = "rpm";
memory = "true";
angle0 = "0";
angle1 = "rad 250";
axis = "ind_rpm_axis";
maxValue = "1";
minValue = "0";
selection = "ind_rpm";
sourceAddress = "clamp";
};
class IndicatorSpeed
{
type = "rotation";
source = "speed";
memory = "true";
angle0 = "0";
angle1 = "rad 250";
axis = "ind_spd_axis";
maxValue = "1";
minValue = "0";
selection = "ind_spd";
sourceAddress = "clamp";
};
class FrontCaliperL
{
type = "rotation";
source = "drivingWheel";
memory = "true";
angle0 = "rad -35";
angle1 = "rad 35";
axis = "l_f_clp_axis";
maxValue = "1";
minValue = "-1";
selection = "l_f_clp";
sourceAddress = "clamp";
};
class Wheel_Damper_rf
{
type="translationY";
source="damper";
selection="damp_fr";
axis="";
minValue=-0.08;
maxValue=0.06;
memory=false;
};
class Wheel_Damper_front_left : Wheel_Damper_rf
{
selection="damp_fl";
};
class Wheel_Damper_back_right : Wheel_Damper_rf
{
selection="damp_br";
};
class Wheel_Damper_back_left : Wheel_Damper_rf
{
selection="damp_bl";
};
//animsMurcielago
};
};
//modelClass2
*EDIT*
Solved on another thread.
Hi again!
I have little problem which I can not solve...
I got my car in game, but speed indicator shows max value whenever I hit gas, it wont show real speed value although I defined in model.cfg
source = ''speed''; for my speed indicator...
And also my bigger problem is that whenever I exit my car the game crashes to desktop... no error, just CTD...
Can anyone help me out on this, I tried different threads, forums etc... Please?!
[APS]Gnat
Sep 6 2009, 09:10
maxValue = "1";
minValue = "0";
That wont work.
The "value" being used here is "speed", therefore maxValue should be something like 250
BTW, it wont get to 250 in ArmAII without "boost" scripts, 120 is about max without scripts.
As for CTD ...... I can't remember the reason for that right now ... sorry.
FYI, the speed source's unit is not km/h but m/s.
So your maxvalue should be: maxSpeed / 3.6 :)
Cheers TeRp
OK guys thanks a lot! Now if anyone could help me with my biggest problem at the moment; CTD when exiting car...
And also... I have no bloody idea how to make such a script (''boost'' script)... Could anyone explain it to me?
Thanks in advance and I must say that you have been very helpful to me and I really appreciate your efforts.
*EDIT*
Oh and also, I'm not sure who is doing wrong calculations here, but if my car top speed is 330 kph (which it should be), than I have to turn it in meters per second which is (if I'm correct) -> 330 * 0,27778 = 91,6674 m/s
So that means my maxValue parameter for speed indicator should be 91,6674 ?
Also game accepted maxSpeed parameter for car to be in kph which is 120 atm... I don't think maxSpeed is defined in m/s... only maxValue parameter
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