Hong Kong Bus: Citybus Leyland Olympian 10.4m

Now being updated!!!!!!

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ProdBus
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Postby ProdBus » Sun May 24, 2009 1:50 pm

Some problems arise again...... :(
After I exported the vehicle, the rear axle moves away from the expected position:

Image

Do I need to modify some values in the dgbangerdatas,
or move the axis of the rear wheels in ZM??

Or is it a technical limitation of MM2?

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Postby Franch88 » Sun May 24, 2009 8:12 pm

Do those wheels move in a weird way? If yes, you just have to center their axis with the ZModeler tool Display...
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ProdBus
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Postby ProdBus » Mon May 25, 2009 2:04 am

[quote="Franch88"]Do those wheels move in a weird way? If yes, you just have to center their axis with the ZModeler tool Display...

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Postby Zac4084 » Mon May 25, 2009 2:05 am

Is it on the X axis? Like in this pic..: Image
And make sure they're in the correct position in ZM. :wink:
Image

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Postby ProdBus » Mon May 25, 2009 3:56 pm

but I've put it on the x-axis already
and the axes are centred already
and they are at the right positions already

like this

Image

Image

but i don't know why the rear wheels just move forward to a wrong position, but the other wheels have no problems -.-

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Postby Zac4084 » Mon May 25, 2009 4:01 pm

Wow, You have alot of WHL objs! Maybe its a bound problem. Sorry about the off topic, but are you chinese? I thought I knew you from MM2HK. Good luck on this project!

Edit: I got the files, Is there supposed to be like BODY_L, theres 2 copies of almost each obj, and the bound was placed wrong. :wink:
Image

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Postby Franch88 » Mon May 25, 2009 8:37 pm

Isn't clearly a problem that the bus isn't placed above the horizontal X and Z axis, because from the in-game pictures it looks ok. In-game is very visible the stability problem of a vehicle given because of not correct vehicle model position.
Try to delete all the _M LOD object, because they're useless; the _H and _M ones are enough to let view the vehicle in any distance. From the second picture seems that all the objects axis are on the center of the area (the two green and blue colored lines); select all the objects and center all their axis, and make sure that they're really centered inside each object, because sometimes happen that ZModeler doesn't do this well.

He comes from Hong Kong, and the bus too.
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Hong Kong bus again! Citybus Leyland Olympian 10.4m, updated

Postby ProdBus » Fri Jul 16, 2010 4:41 pm

Hi there, the Hong Kong bus released one year ago is updated now, and the screenshots are right here:

Image

Image

Image

In-game photo with a special camera position:

Image

with an in-game video:

https://www.youtube.com/watch?v=C6pe1WqbEnM

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Postby Zac4084 » Fri Jul 16, 2010 5:13 pm

Great bus. ;)
Image

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Postby matt1314 » Fri Jul 16, 2010 7:47 pm

Oh no, not again these buses. :P Joke, looks really nice.
Image

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Postby Franch88 » Fri Jul 16, 2010 8:05 pm

Nice looking bus; good model and detailed textures, nice in-game screenshot too. :wink: I like the feature of the moving wipers, it's difficult to make.
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Postby agustin26 » Sun Jul 18, 2010 6:39 pm

nice bus! buses projects will conquer mm2x! O_O
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Postby Radu-Cristian » Sun Jul 18, 2010 9:36 pm

What's the thing with wipers? how does it work? ive seen it on IKARUS too but didnt understand

2nd. you can make also this thing... make whl3_h:m by merging whl3 and whl2 (from hastantyo scheme) and whl2_h:m by merging 4 and 5, but it will have a feeling of old suspension style(not independent suspesion how it is now)
[img]https://img186.imageshack.us/img186/7841/sharonicasig.png[/img]

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Postby ProdBus » Mon Jul 19, 2010 9:42 am

What's the thing with wipers? how does it work? ive seen it on IKARUS too but didnt understand
Oh, I did so by first creating many duplicates of the wipers and then place it at all possible positions when it moves.
Then I prepared a texture file which contains a lot of black boxes and then I mapped each wiper duplicate to each black box in the texture file respectively.
And finally I duplicate the texture file many times with the file names in such format:
XXXX-0001.tga
XXXX-0001_fa.tga (_fa for raining)
XXXX-0002_fa.tga
XXXX-0003_fa.tga
and so on......
MM2 will display -0001 first, and then -0002, -0003, and so on, just like an animation.
Then I selected one box in every duplicate texture, so that in MM2, only one pair of wiper duplicates are displayed each time.
Finally I created a pure TXT file called "XXXX.movie" in the "tune" folder and type "rate XXX" to control the frame rate of the wiper animation.