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Fresh-Prince
Original Poster
Scholar
Join Date: Mar 2006 |
Im working on making a helicopter, and moved the root joint so that the helicopter is on the ground while stationary, but is up in the air when it is moving. The thing is, the camera still focuses on the ground when you are selected on the sim, as if the vehicle/mesh is still driving on the road. Is there a way to bring the camera up to focus on the actual sim when the helicopter is in the air? Its a bit confusing, but since the game still sees the car as being on the ground, that's where your view has to be to be able to render it. Any help or comments are more than appreciated! |
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#2 |
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BloomsBase
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On the sims 2 helicopter and the ufo's i used the transformbone not the rootjoint. Then it works if i remember correct... |
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Last edited by BloomsBase : 16th May 2012 at 10:51 AM.
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#3 |
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BloomsBase
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srry, was wrong. Although i did use that joint to lift the vehicles the camera follows the seating slot located in the RLST file. You can update it with s3PE's grid function.(or prolly within TSRW) I dont know if your helicopter suffers with the same error i was having(reason i didn't release) is that when zooming in meshparts tend to dissapear... That i haven't find a solution for. |
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#4 |
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BloomsBase
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FP, if that doesn't work you need to also set SIM to true under the slotplacementFlags. |
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#5 |
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Fresh-Prince
Original Poster
Scholar
Join Date: Mar 2006 |
Yea, that's the problem. The game still thinks the car is on the ground, so parts will disappear when your camera is in the air and not facing the ground, because the game won't render something that it thinks isn't on the screen to help game performance. I could make the helicopter permanently in the sky and it will render fine, but then when you follow a sim in it, it still follows to the ground, and then you can't normally place on the ground in the driveway. |
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#6 |
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Fresh-Prince
Original Poster
Scholar
Join Date: Mar 2006 |
Thanks, I'll try that out.
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#7 |
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BloomsBase
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no, they fade out also if the camera is there Atleast on my game Do you have both rotors animated, cos that is possible. |
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#8 |
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Fresh-Prince
Original Poster
Scholar
Join Date: Mar 2006 |
Oh really? Mines a little weird, if loads fine if you are facing the ground, but when really close the whole thing disappears or just the glass and lights. And yes, I have both of the rotors animated. |
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#9 |
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BloomsBase
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yes, got that also on the ufo's and chopper.... already changed when higher, medium and lower lods becomes active but that doesn't help either. I changed orientation, worldoffset in the rig, no luck. Wat you could try is set it as large object, other then that i wouldn't know(tried about everything) There must be a setting for it tho because i when i created the world dome(one that covered a whole scifi world) it started fading out only on the edge of the world itself. I also tried updating the bounding box, that didn't work either. |
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#10 |
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Fresh-Prince
Original Poster
Scholar
Join Date: Mar 2006 |
Yea, I tried updating the bounding box and setting it as a large object too and that didn't work. I'll keep playing around. Thanks for your help! |
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#11 |
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BloomsBase
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Your welcome. Have a look at the Bridgeport bridge, that doesn't dissapear. Maybe you have to set a s CAW item orso, or try ignoreplatformelavation. |
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#12 |
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Fresh-Prince
Original Poster
Scholar
Join Date: Mar 2006 |
Thats what I was thinking, I set it as a roadbridge flag in TSRW, but that didn't work. Hopefully I can find something like a caw item to base it off of. Edit: Also, changing the seating positions in the RSLT worked beautifully. Thanks so much!
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Last edited by Fresh-Prince : 16th May 2012 at 01:56 PM.
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