giallustio 770 Posted January 15, 2016 Does anyone know how to fix this? I'm kinda lost here, since one works and the other not. I've done the same for both, but i can't understand where i'm failing. Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 15, 2016 Looks liek the track is not animated at all since you can move. Share this post Link to post Share on other sites
giallustio 770 Posted January 15, 2016 Indeed, but i can't understand why. This is my model.cfg: //PODKOLO class Wheel_podkoloL1 { type="translation"; source="damper"; selection="podkoloL1"; axis = "damper_axis"; // contains points [0,0,0] and [0,0,1] animPeriod = 1; minValue = 0; maxValue = 1; offset0 = -0.18; // = maxCompression offset1 = 0.18; // = maxDroop memory = 1; }; class Wheel_podkolol2: Wheel_podkolol1 { selection="podkoloL2"; }; class Wheel_podkolol3: Wheel_podkolol1 { selection="podkoloL3"; }; class Wheel_podkolol4: Wheel_podkolol1 { selection="podkoloL4"; }; class Wheel_podkolol5: Wheel_podkolol1 { selection="podkoloL5"; }; class Wheel_podkolol6: Wheel_podkolol1 { selection="podkoloL6"; }; class Wheel_podkolol7: Wheel_podkolol1 { selection="podkoloL7"; }; class Wheel_podkolol8: Wheel_podkolol1 { selection="podkoloL8"; }; class Wheel_podkolop1 : Wheel_podkoloL1 { selection="podkolop1"; }; class Wheel_podkolop2: Wheel_podkolop1 { selection="podkolop2"; }; class Wheel_podkolop3: Wheel_podkolop1 { selection="podkolop3"; }; class Wheel_podkolop4: Wheel_podkolop1 { selection="podkolop4"; }; class Wheel_podkolop5: Wheel_podkolop1 { selection="podkolop5"; }; class Wheel_podkolop6: Wheel_podkolop1 { selection="podkolop6"; }; class Wheel_podkolop7: Wheel_podkolop1 { selection="podkolop7"; }; class Wheel_podkolop8: Wheel_podkolop1 { selection="podkolop8"; }; Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 15, 2016 This is not the problem, it's the track texture that does not move. Share this post Link to post Share on other sites
giallustio 770 Posted January 15, 2016 Okay, where it should be defined? Because i don't understand where's the problem. I've double checked the model's sections and the animations in the model.cfg Share this post Link to post Share on other sites
da12thMonkey 1943 Posted January 15, 2016 Does the selection name for your track match the name of your selectionRightOffset in the config? Default Czech name for the right track is usually PasOffsetP for when inheriting from BIS base classes. Pás = Track/Belt, P = Pravý = Right. And is there an .rvmat applied to the track? It's stated on the biki that tracks need one for some reason (probably to do with the fact the animation is done by moving the tracks in UV space) The moving track textures are handled by an engine simulation feature for the certain vehicle types under cfgVehicles (used to just be tanks but I think it might work on car class vehicles now, for the sake of making half-tracks, ATTCs etc.). The above config entry is what tells the game which selection has a texture that needs simulating as a moving track. They're not a model.cfg anim like you expect, but I believe the names do need including in the sections array. Share this post Link to post Share on other sites
giallustio 770 Posted January 15, 2016 Fixed! I set PasOffsetR, instead of PasOffsetP!Thank you very much! I was getting crazy! Share this post Link to post Share on other sites