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 So...... lets talk about buildings for a second.....

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HydragonofDeath
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PostSubject: So...... lets talk about buildings for a second.....   So...... lets talk about buildings for a second..... Icon_minitimeTue Feb 05, 2019 3:02 pm

k so you know how a couple years ago we thought we had reached the limits of JPOG modding and then a new tool came out which allowed us to add custom animations and models into the game? We have freakin kaiju that are possible in JPOG now, but the ONE thing no one i've seen so far ask is.....

if we can make new animations why cant we well, make more buildings?

I mean i understand how hard a monorail might be to make or even a train, even a skyscraper, a modern building....

But what about a gate that can open and close? This topic has been something i've been interested in, we have the safari station which sort of works like that but the simalarities stop once you reenter the building... But either way many people have tried to use this type of build to make a working gate

someone on darkbb "says" they made a working gate but then it stopped working, they posted this as the inx file
Model
{
Model = SafariDt;
Position = {0, 0, 0};
}
// Model
// {
// Model = FlagJP;
// Position = {-15.17, -8.28, -5.46};
// }
// Model
// {
// Model = FlagJP;
// Position = {-15.17, -8.28, -2.65};
// }
Model
{
Model = WT2Pst;
Position = {0, 0, 4};
RotationY=90;
}
Model
{
Model = WT2Pst;
Position = {0, 0, -4};
RotationY=90;
}
Model
{
Model = GateM90;
Position = {0, 0, 0};
}
Model
{
Model = WT2Sct90;
Position = {0, 0, -8};
}
Model
{
Model = WT2Sct90;
Position = {0, 0, 8};
}
Model
{
Model = WT2Pst;
Position = {0, 0, -12};
RotationY=90;
}
Model
{
Model = WT2Pst;
Position = {0, 0, 12};
RotationY=90;
}
Model
{
Model = GrndPW;
Position = {0, 0.12, 0};
}

of course its probably not true but either way anyone have any clues on maybe how to make a monorail or a working gate?
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Megaspino2
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PostSubject: Re: So...... lets talk about buildings for a second.....   So...... lets talk about buildings for a second..... Icon_minitimeTue Feb 05, 2019 3:44 pm

Making a new building isn't much of an issue, for example you can theoretically model any building into any shape and skin you want.

Looking at the safari inx it seems there is an animation called "ADoorAnimation" which is probably the opening of the doors. Using this command you could probably rework something to open and close. The issue I think is that the hit detection wouldn't allow the jeep to pass (since the jeep cannot pass through any objects in the game except for the safari depot gate). Maybe you could clone the safari depot and code it so that the jeep can go through but not dock.
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HydragonofDeath
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PostSubject: Re: So...... lets talk about buildings for a second.....   So...... lets talk about buildings for a second..... Icon_minitimeTue Feb 05, 2019 8:43 pm

nope, the problem is it cant be attached to a fence, work with opening doors, and not act just like a safariDT with this inx..... but seriously we need to stop thinking so hard about the limits of dinos and think about buildings for a second....
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Megaspino2
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PostSubject: Re: So...... lets talk about buildings for a second.....   So...... lets talk about buildings for a second..... Icon_minitimeTue Feb 05, 2019 9:50 pm

I just went through the safari inx and I think I know what the problem is. There seems to be certain programs running through the inx. The first is the Building program which gives the number of exits, animations, networks, components and how many people can occupy the ride. Then the exits come up which have something to do with flags; the flags are named blocking so perhaps it has something to do with hit detection or maybe it's the rotation of the building.

The next part seems important where the comments state that the centreoffset defines the points to attach to the wall (which is what you pointed out was the issue). Any gate model will need this code if you want it to attach to a fence.

Then the paths come, there's 0,1, and 2. 1 and 2 deal with the visitors entering and exiting the ride while 0 seems to allow the visitors to que up if the ride is busy (due to the pathcode being called que). A gate model will need to get rid of these lines since it won't be needing to have visitors board.

The animations are next, animation 0 is the actually gate opening, while 1 is the building doors opening; 2 and 3 I think is the flag animation on the building blowing in the wind so the last three aren't needed. Components also aren't needed since have to do with the fee for the ride and the visitor interactions.


The dialog is after that and I think it has to do with things that take place when clicking on the building, again, not needed. Then the particles can also be deleted since you don't need to generate any for a gate.


What's funny is the inx. from the guy on the other site is that it only controls the preview screen and has nothing to do with actual coding. The preview screen can probably be ignored if the intention is only a working gate. After that is the breakpoints which are for sfx while can also be thrown out.


The way I see it any potential gate inx. is going to have to be a clone of the safari ride, and will need it's model edited to delete the building, but keep the gate portion. Then in the file itself you need to change the values at the top, get rid of some of the path programs/animations/components/dialog and maybe it might work. It does seem possible though.




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HydragonofDeath
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PostSubject: Re: So...... lets talk about buildings for a second.....   So...... lets talk about buildings for a second..... Icon_minitimeWed Feb 06, 2019 10:26 am

exactly the thing im talking about.... i have thought about maybe changing the footprint x and y to make the safariDT less tangible or maybe TClass change but inx staying the same (etc etc, note: you can turn any building into a carnfdsp)

But the ONE issue i have is the gate working like its supposed to, i already managed to make it so the gate opens when the jeep goes near, it. the problem is when its not literally a safariDt, the "open" space where the gate opened, still has an invisible wall stopping the jeep from getting through, though I think maybe monorail could be possible using a pathway like build and with like an animation with a monorail in it with it using the name of another animation could be possible?? i dunno, because i feel like that would require blender and etc, and i dont know too much about the limits of blender.

Another building i would find cool is like a manual opening gate, when you think about it, maybe a hatchery door could work......

another building thats already been made is an aquadic feeder which can be placed on water, it is possible but you cant delete it afterwards....
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Megaspino2
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PostSubject: Re: So...... lets talk about buildings for a second.....   So...... lets talk about buildings for a second..... Icon_minitimeWed Feb 06, 2019 1:53 pm

I tried doing some tests last night, there seems to be two ways the game determines footprint, one is the ini the other is a line of code in the inx called obstruck mask. Basically the obstruck mask is a series of 0s and 1s typed in a grid; many of the other buildings have it and it determines their footprint on a grid. I'm hoping this is how the game is determining hit detection.

There's also the possibility of editing the animation that brings the jeep through the gate to have it not stop and go further through the wall. You'd have to drive the jeep up, quit out and let the animation work then take over again.

A monorail can't work because of how the jeep path works. It's physically connected to the ground I believe. Plus there's no model for the path to be changed into an elevated one.
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HydragonofDeath
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PostSubject: Re: So...... lets talk about buildings for a second.....   So...... lets talk about buildings for a second..... Icon_minitimeWed Feb 06, 2019 2:58 pm

as for the first part, i`ll experiment more later (with my Jurassic Park Operation Evolution Mod i managed to make something that isolates the fence from other parts, but yeah as for the monorail thing, i mean the monorail could be used like the path inx (where you make a pathway) but it would use a monorail model from blender or something
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HydragonofDeath
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PostSubject: Re: So...... lets talk about buildings for a second.....   So...... lets talk about buildings for a second..... Icon_minitimeSat Jun 27, 2020 5:21 pm

Also if you make the jeep super fast you can actually make it go flying
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PostSubject: Re: So...... lets talk about buildings for a second.....   So...... lets talk about buildings for a second..... Icon_minitime

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