Herr Otto Partz says you're all nothing but pipsqueaks!
Started by Cyberman, July 23, 2004, 08:15:12 PM
Quote from: CTG on May 18, 2008, 10:23:21 PMMy dream: using Big Foot/Monster Truck cars in Stunts.
Quote from: BonzaiJoe on May 23, 2008, 02:03:47 AMIs it possible to make an invisible car?
Quote from: CTG on May 23, 2008, 07:54:53 AMQuote from: BonzaiJoe on May 23, 2008, 02:03:47 AMIs it possible to make an invisible car?Oh I see the future: invisible car on Krys Toff's tricky track with hidden corners - mission impossible.
Quote from: Krys TOFF on May 22, 2008, 05:47:06 PMScania maybe ?
Quote from: CTG on May 23, 2008, 12:40:31 PMWhat about making cabrios?
Quote from: Krys TOFF on May 27, 2008, 11:48:29 AMIs it possible now to create new scenery elements ?Will we be forced to replace elements (Joe's bar, windmill, ...) by the new ones or can we add them to existing ones ?In case we can add them, is there a limit of scenery elements we can add ?And finally, how to place them in the tracks without hex-editing the track file ? In case we have to replace original elements then it could be possible to add them throught in-game editor or Track Blaster Pro, but if they are added to original ones I think that hex-editing the track file is the only way to put them on the track. But maybe I'm wrong...
Quote from: Duplode1. We can create new graphics for scenery elements, but we can't change the collision models. So, if you replace Joe's graphics by a (mini) Triumph arc you won't be ever able to drive under it...
Quote from: Duplode2. Adding new elements is not viable at the moment because we don't really understand what are the inner mechanisms that Stunts uses to identify a byte value in the .TRK and use the info to load the correct shape and physics for the element, and as a consequence we have no idea where we should put data for new elements. The closest thing that seems to be possible (haven't fully tested it, though) would be making new combos with the current elements by messing up with TEDIT.RES (among other stuff, that file defines which elements are available in which F1..F10 panel of the editor), but I doubt that would be of much use anyway.
Quote from: Duplode3. Therefore, at the current state-of-the-art we are limited to replacing graphics for current elements without changing the underlying collision model.
Quote from: Duplode4. Now, let's suppose that one day we actually get to introduce new track elements without replacing existing ones. When that day comes, we will know enough about the track-construction code for assigning unused byte codes in the .TRK and TEDIT.RES files for the new elements, thus allowing for normal manipulation of them within the editor. That will be another nice day for the Wiki chronology...