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Old 05-17-2012, 05:35 PM   #16
Silveressa
 
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Talking

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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Old 05-19-2012, 04:54 PM   #17
dead-deadisland
 
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np glad it worked
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Old 05-23-2012, 10:24 AM   #18
Gazz2
 
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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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Old 05-24-2012, 10:04 AM   #19
Gazz2
 
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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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Old 05-25-2012, 02:50 AM   #20
dead-deadisland
 
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Quote:
Originally Posted by Gazz2 View Post
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
Hi np
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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Old 05-25-2012, 06:51 PM   #21
Gazz2
 
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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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Old 05-26-2012, 10:20 AM   #22
Gazz2
 
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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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Old 11-15-2012, 11:44 AM   #23
pethl
 
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Thumbs up pret-test

https://www.youtube.com/watch?v=xbs6mixvNn4
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Old 11-16-2012, 05:17 PM   #24
dead-deadisland
 
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Quote:
Originally Posted by pethl View Post
glad you guys had fun
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Old 11-19-2012, 10:08 AM   #25
pethl
 
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Question unlimited-shared-dynamic-light-source?

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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Old 11-21-2012, 04:18 AM   #26
dead-deadisland
 
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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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Old 11-21-2012, 07:45 AM   #27
pethl
 
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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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Old 11-26-2012, 09:30 PM   #28
Night Ronin
 
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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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Old 12-31-2012, 06:49 AM   #29
DmxDex2020
 
 
 
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Does this mod cause the flashlight to stay on perm? Thats not realistic for me. Is their a way to change this?
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Old 12-31-2012, 11:02 AM   #30
dead-deadisland
 
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nope .. read reply in the cycle thread . that will explain how to put it back to normal .also read the notes on how the unlimited flashlight work's
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