Friday, May 18, 2012

Good Car - ma

This is probably the one and only time you'll find a post about my stuff in this blog, but we had such fun tonight it seemed something you might like to see.
On my private grid, for some time now I've been working on driveable cars. It's easy enough to build a chassis and to get the lights and sound working, but the driving script proved a bit more of a challenge. This was my first effort, a sort of sporty number. I also made some funny anims to go with it, where both passenger and driver wave at passers by and at times cover their eyes. Looks like my companion's searching for a map in the glove box. *should have built a garmin*.
Those of you who know me in SL are familiar with my partner Snow, who's very good at scripting. But mostly he takes it to a higher level than just drivin' around. And, as they say, at the plumber's house, all the taps leak. 
In lieu of a really effective driving script, I moved on to making vintage cars. There are four so far. They're kind of pedestrian, but mmm! shiny!
This blue one is my favorite. The texture is a handmade seamless Lapis Lazuli,  all cool  and slick looking. 
 We got a bit too enthusiastic, and managed to crash two of them. Yeah, I know. Women drivers. All this space, and nowhere to park!
 The driving script works just fine with the arrow keys, except for one thing, the car goes incrementally higher if you go forward. So within a few hundred horizontal yards, you find yourself 50 feet up in the air. Not that we minded. The engine puttered and the tail pipe smoked. Ooh there's a thought, a radio. With static.
 After all there's the little matter of me not having really labelled the 'Passenger' and 'Driver' poseballs right, so it's always a bit unclear who's driving. Blame it on too much multitasking. New grids are great but there's just so darn much to do. Didn't matter. We both pressed arrow keys,  for fun. 
 The script has, in the past, made the whole grid crash. Perhaps. Who can really be sure it wasn't a coincidence? But I think trying to fly off the edge of the sims probably doesn't do.
 In fact, we try not to even fly out of the one region. It's strange how quickly the vast open spaces of open sim aren't nearly enough. In SL my 1/3 of a sim always seemed huge and way more than I needed. Out here, four sims, with your draw distance open to the max, seem just a handkerchief square in the face of the giant builds that spring to mind.
 My favourite bit of this car is the fan in the radiator. The least good bit - the headlights. But some work on particle scripts should sort out all that 'don't try to walk through the beams' trouble. At a certain point, my gal pal Hotti jumped out to check if the back wheels were following the front wheels. Turns out they were. Hopefully too we can fix the jumpiness in the visual effect in time also - the passenger tends not to move with the car, but hangs back, as if on elastic, and ping into position about half a second after the car has moved. On the other hand, there's the same issue in Arcadia Asylum's metro trains, on osgrid, so that's not bad company to be in. 
After a hilarious drive around the Welcome sim, including a trip to the top of the tower you see in the background, we were ready to quit. And inspired, perhaps, to iron out the wrinkles and build some more. Which is surely the point of it all.
What larks.

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