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Posted:
Fri Oct 11, 2013 14:25
by Esteban
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Posted:
Fri Oct 11, 2013 15:15
by Rhys
Testing this out now. :)

Posted:
Fri Oct 11, 2013 15:18
by Rhys
It's actually really cool! :)

Posted:
Fri Oct 11, 2013 19:07
by Esteban
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Posted:
Fri Oct 11, 2013 21:34
by paramat
Those custom cars are so cute, great work!
Can this be used in 0.4.7 stable?
I love the model but am concerned about it's complexity, i would like to see a Minetest car that is simpler and more boxy, with square wheels, to be processing-lighter, i guess i'll have to learn blender and do it myself :)
An off-road model not restricted to cracky nodes would be fun.

Posted:
Fri Oct 11, 2013 22:21
by Esteban
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Posted:
Sat Oct 12, 2013 04:50
by geralddizon15
its working in minetest 0.4.7??

Posted:
Sat Oct 12, 2013 08:38
by CraigyDavi
Really cool! I love the new custom cars too.
An off-road vehicle would be nice (one which can drive on dirt and sand).
And a hovercraft which drives on water.

Posted:
Sat Oct 12, 2013 09:29
by Dan Duncombe
CraigyDavi wrote:Really cool! I love the new custom cars too.
An off-road vehicle would be nice (one which can drive on dirt and sand).
And a hovercraft which drives on water.
Get the hovercraft mod then :P

Posted:
Sat Oct 12, 2013 14:22
by Esteban
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Posted:
Sat Oct 12, 2013 19:22
by paramat
paramat wrote:I love the model but am concerned about it's complexity, i would like to see a Minetest car that is simpler and more boxy, with square wheels, to be processing-lighter.
I should have tried the mod before writing this :) the model is indeed fine and is not at all processing heavy. I may still look into an alternative design, i'm thinking a car with Minetest charracter would be small, cute and boxy, which of course means a Japanese Kei-Car, which are my favourite cars:

Honda N-box (nodebox).

Posted:
Sat Oct 12, 2013 19:34
by Esteban
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Posted:
Sat Oct 12, 2013 21:19
by VanessaE
You want boxy, make it look like a Scion xB. :D

Posted:
Sun Oct 13, 2013 07:22
by paramat
I like those Scions too :)
So i stretched my ride.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.

And made the steering wheel lower so i could see over it.


Posted:
Sun Oct 13, 2013 11:28
by omar-_-kning
How to craft this car ??
please answer me
i tried to craft is in the inventory but it didn't work
please answer me

Posted:
Sun Oct 13, 2013 11:36
by omar-_-kning
Error init.lua
any one have a solution for this?? please

Posted:
Sun Oct 13, 2013 12:50
by Esteban
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Posted:
Sun Oct 13, 2013 14:06
by Esteban
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Posted:
Sun Oct 13, 2013 18:11
by omar-_-kning
no, i have mod error: failed to load and run:C:\minetest\bin\...\mods\car2.2\init.lua
do you know a solution for this error
please answer

Posted:
Sun Oct 13, 2013 18:12
by omar-_-kning
Esteban wrote:omar-_-kning wrote:How to craft this car ??
please answer me
i tried to craft is in the inventory but it didn't work
please answer me
Do you mean this car? Sorry, but this car is not in the mod, yet.
no, i have mod error: failed to load and run:C:\minetest\bin\...\mods\car2.2\init.lua
do you know a solution for this error
please answer

Posted:
Sun Oct 13, 2013 20:06
by Esteban
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Posted:
Sun Oct 13, 2013 20:06
by Jordach
paramat wrote:paramat wrote:I love the model but am concerned about it's complexity, i would like to see a Minetest car that is simpler and more boxy, with square wheels, to be processing-lighter.
I should have tried the mod before writing this :) the model is indeed fine and is not at all processing heavy. I may still look into an alternative design, i'm thinking a car with Minetest charracter would be small, cute and boxy, which of course means a Japanese Kei-Car, which are my favourite cars:
http://world.honda.com/news/2011/4111130N-BOX/photo/images/18.jpgHonda N-box (nodebox).
You can always ask the resident modeler.

Posted:
Sun Oct 13, 2013 20:09
by Esteban
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Posted:
Sun Oct 13, 2013 21:07
by paramat
Jordach wrote:You can always ask the resident modeler.
I was hoping you might be interested :)
The current car model has it's centre being the drivers seat, which is very cool, but since the collision box does not rotate with the car it over under/over-hangs the car dimensions depending on yaw. So perhaps a car with it's entity centre at it's physical centre, which means a central drivers position?
My stretched car above is the same 3D model with a new texture and stretched by editing that 'visual size' line in the code.

Posted:
Sun Oct 13, 2013 23:47
by paramat
Nice, i like how the nyan car requires a nyan cat for the recipe, and how you've made another use for bronze.
I have forked this mod and have changed the physics and motion which was making the car 'float' in land like a boat. The collision box was stopping the car climbing nodes, not applicable in water of course. But i kept that and made the car only able to climb slopes created by half-slabs, although the slope climbing is rather crude and jumpy. I'll try to sort out an off road motion that can climb full nodes.
My car will be the Minetest equivalent of a real world electric car, a 'mesecar' (since mesecons are MTs electricity?) that uses a mese block battery and copper ingots in the crating recipe for the motor windings. Perhaps it could even be recharged from mesecon power?
Thus is why my texture has no radiator and is sitting out in nature with the flowers ... it is a friendly, quiet, non polluting car that is not a menace to it's environment.
(Note i am indeed an electric car enthusiast and a huge fan of Elon Musk, Tesla and SpaceX)

Posted:
Mon Oct 14, 2013 05:31
by Melkor
Esteban wrote:
Nice! good job!
paramat wrote:

haha cute :D
paramat wrote:I may still look into an alternative design, i'm thinking a car with Minetest charracter would be small, cute and boxy, which of course means a Japanese Kei-Car, which are my favourite cars:

Honda N-box (nodebox).
hey, i can make that car, if you really want it!

Posted:
Mon Oct 14, 2013 06:31
by Dan Duncombe
I have forked this mod and have changed the physics and motion which was making the car 'float' in land like a boat. The collision box was stopping the car climbing nodes, not applicable in water of course. But i kept that and made the car only able to climb slopes created by half-slabs, although the slope climbing is rather crude and jumpy. I'll try to sort out an off road motion that can climb full nodes.
If you mean the fact that when it hits the node it jumps up, in the original, that was behaviour I added afterward to make it go up slops, by adding step height. Make the value lower to stop it climbing as high slopes.

Posted:
Mon Oct 14, 2013 16:21
by paramat
Dan, thats odd, my experience with your mod is that the collision box stops the car getting near a node to climb it. I raised the collision box and the car then can then float through and up the slope with the boat physics of PilzAdam's mod, i'm not sure adding step height has any effect.
Esteban, i looked at your code and noticed you have duplicated the original code for each car. there's a lot of unneccesary duplicated code, for example the helper functions only need be defined once, the remaining code should be edited for multiple car use ... although i don't know how :)

Posted:
Mon Oct 14, 2013 17:02
by Dan Duncombe
paramat wrote:Dan, thats odd, my experience with your mod is that the collision box stops the car getting near a node to climb it. I raised the collision box and the car then can then float through and up the slope with the boat physics of PilzAdam's mod, i'm not sure adding step height has any effect.
Esteban, i looked at your code and noticed you have duplicated the original code for each car. there's a lot of unneccesary duplicated code, for example the helper functions only need be defined once, the remaining code should be edited for multiple car use ... although i don't know how :)
You need an up-to-date build for stepheight.

Posted:
Mon Oct 14, 2013 17:39
by Esteban
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