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#16 |
![]() Join Date: Jul 2010
Reputation: 0
Posts: 81
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Thanks a ton, I'd been hunting through the Objects/Vehicles files trying to find the values, much appreciated!
![]() Edit: Oh and to prevent the issue of it continually turning you to face front I put the -180/180 settings to -360/360 respectively. (There's still a minuscule amount of cross hair bump to the sides when aiming exactly at 180, but it's barely noticeable) Last edited by Silveressa: 05-17-2012 at 05:49 PM. Reason: extra info |
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#17 |
![]() Join Date: Oct 2011
Reputation: 20
Posts: 262
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np glad it worked
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#18 |
![]() Join Date: Jan 2010
Reputation: 11
Posts: 110
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Do you happen to know how to move the position of the driver's seat in a car?
First person view just doesn't work for driving if you cannot use a "natural" view angle of around 160° - without crazy distortion. 3rd person driving is the most common workaround to that but appears to not work in DI. So... the next best solution would be to put the driver's seat somewhere above the trunk of a car. I've been digging through the files for a while now but I found no reference to the positions of such elements. Other useful things to do with cars would be to either set the windshield hit points to eleventy trillions (so it never breaks) or to remove windshields entirely. Either would slightly improve the terrible vision out of a car. Last edited by Gazz2: 05-23-2012 at 10:37 AM. |
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#19 |
![]() Join Date: Jan 2010
Reputation: 11
Posts: 110
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Thank you.
I found the relevant data in \DeadIsland\DI\Out\Data\Car.scr. By simply moving the driver position around, I could create a (fake =) 3rd person driving view. (DestOffset([40.0,90.0,-80.0]); // left,up,forward) Setting IsLookContrVehContr(false); also got rid of the damn mouselook stickyness while driving. And... no more %^&#$%(@#&$! broken windshield to peek through! Yay and woot! Oh, it probably looks dumb in multiplayer but *shrug* not my concern. =) Forward view Backwards view |
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#20 | |
![]() Join Date: Oct 2011
Reputation: 20
Posts: 262
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Quote:
glad you found what you were looking for, you have created a good affect i am busy making a new mod at the moment ,when i get a bit of time ill have a look threw the car scripts and camera .ill let you know if i find anything
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#21 |
![]() Join Date: Jan 2010
Reputation: 11
Posts: 110
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Apparently there are only 2 car templates - where driver positions are concerned.
One for all "cars" and one for the armored truck. The truck's mesh is not ideal for a 3rd person cam if you don't want to "zoom out" very far. I chose DestOffset([47.0,125.0,-20.0]); That's reasonably drivable but doesn't leave the driver floating too far above the vehicle. At least you can drive backwards and... get this... see where you are driving! Seeing where you are driving. What an awesome invention. I think I should patent it! |
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#22 |
![]() Join Date: Oct 2011
Reputation: 20
Posts: 262
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[QUOTE=Seeing where you are driving. What an awesome invention. I think I should patent it![/QUOTE]
hi i had a look at your setting. very good you should release it as a mod i also had a mess about bring it back even further an found xian s arms were still attached to the steering wheel and were now 30 feet long lol ..what iv been playing with is the traction of the car, iv all ways found that it gave a life-less driving experience .so ive given the car drift which makes the hand brake work really well, making spins an spin offs possible ) i did a quick video of it in action http://www.youtube.com/watch?v=zWVB1iS03EA prob add it later Last edited by dead-deadisland: 05-26-2012 at 09:48 AM. |
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#23 |
![]() Join Date: Jan 2010
Reputation: 11
Posts: 110
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Nah, not starting to mod "officially" 'round here.
This game is not very moddable to begin with (you can't even add a simple text such as a new item name!) so the best we see is modified content or the odd workaround. Not that interesting. |
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#24 |
![]() Join Date: Jan 2010
Reputation: 3
Posts: 81
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#25 | |
![]() Join Date: Oct 2011
Reputation: 20
Posts: 262
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Quote:
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#26 |
![]() Join Date: Jan 2010
Reputation: 3
Posts: 81
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Is there any way you could take this “light” mod to the next stage?
The flashlight in Dead Island has been a big annoyance for me and my buddies. We can’t we see each others light-beams, and the “batteries” drain away way too hard. (I have been testing this bit of script for ever, in all kinds of variations, but nothing works; <prop n="FlashlightRechargeSpeed" v="xxx" />) Going from this, to a unlimited-shared-dynamic-light-source, generated by all co-op players-flashlights is a wet dream of mine!
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#27 |
![]() Join Date: Oct 2011
Reputation: 20
Posts: 262
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Hi
yes you can create a unlimited flashlight i created it so that it works in the car , i used it a lot when playing night maps and driving before i got the headlights to work , i changed the beam size and distance to look like a real flashlight , i have it on stick some where ill dig it out and upload a thread for it ,on here or youtube with instructions
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#28 |
![]() Join Date: Jan 2010
Reputation: 3
Posts: 81
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WHAUWwwww...
"Think I have to change my shorts ..." , again ...So you already made this unlimited (shared) flashlight? Why couldn't I find it? I'm the biggist troll out there... Did you publish it? Why not? Sir, whatever you do, plz keep me posted about your progress/search. |
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#29 |
![]() Join Date: Oct 2011
Reputation: 20
Posts: 262
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Hi
iv found the unlimited flashlight last stick i looked at ha ,i made it for a couple of subscribers on youtube a while back only a few people have it so it wont found it anywhere, except in trainers . iv added to the final cycle i made if you want to see what its like http://www.youtube.com/watch?v=ShIQf0BxCGk&feature=plcp it s out on release to subs at the moment be out for everyone later |
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#30 |
![]() Join Date: Jan 2012
Reputation: 8
Posts: 181
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Great mod! I'm gonna use it again if it's updated recently
![]() You're the greatest dead! |
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