flip889
local ror driver
flares are lights on vehicles that rotate with the camera & are placed on them using a chosen triangle of nodes;
your chosen nodes should form a right (L shaped) triangle with the ref nodeflexbodies/props share the same principle
the flares2 syntax should be as follows:
ref node, X node, Y node, decimal percentage to X node (left right), percentage to Y node (up down), Z distance from ref node (back forth), type, control number (ctrl + number if applicable), blink/flash delay in milliseconds, size, tracks/your material
since your x & y offsets are percentages, you could pull this off in blender with a bit of mathematical help; so using an example, here’s a step by step text tutorial on how to do that using desmos & blender 2.79
on your mesh display (N menu) check length & visualize indices; if you don’t have that [index visualizer addon], just check indices, although blender’s built in index viewer isn’t that easy to see
1st, we have to pick our nodes; remember our nodes should preferably form an L shape & encompass or be closest to where your flare or mesh should be (this applies to flexbodies/props too)
we’ll of course fill out our flares section in our text editor per the syntax
on our n/b, it’s 106, 108, & 110.
duplicate the selected triangle of nodes & keep it close by; these will be used for measuring
duplicate a singular vertex as well; this will help pinpoint your flare or mesh.
(if mesh placement/flare placement on object origin)
tab out of edit mode & select your meshsnap the cursor to your object, which will snap it to its origin
then go back into edit mode for your n/b
(if flare placement on a mesh but not on an origin)
[in object mode]
select the mesh you want to snap a flare to & enter edit mode
select that whole mesh or an edge loop & snap the cursor to it
back to main tutorial
snap your singular vertex to your cursor, which should be exactly where your mesh isif you don’t want to snap your cursor/snap to your cursor, move your vertex roughly to where you want the flare/mesh
now for your measurement triangle, move the outer vertices by their corresponding axis (g + your axis) while holding ctrl for snapping to the lone vertex
to find your Z offset, just take your ref node & extrude it on your back n’ forth axis while of course snapping to your lone vertex; the length of that should be your Z offset
in our case that’s 0.01909
in desmos, fill out our blender info accordingly;
X/Y variables (& thus our big/b variables) are the lengths from the node triangle
our s or small variables are the lengths from the measuring triangle
& the fractions are the small over bigs which will get us our X/Y offsets
when you get those nailed down, copy the outputs from the fractions to fill out our flares/props line
it should now look like this:
106, 108, 110, 0.505496453901, 0.196960926194, .01909, l, -1, 341, 1.0 default
feel free to use a custom flare material at the end, or use a blink delay
and there's your flare!
happy modding, & if you want more information, you could always use voulk's video tutorial from 2011:
the basic principle is small divided by BIG
if i got any information wrong, please feel free to correct me
i might make a part II of this where we cover tricky stuff like diagonals
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