func_vehicle

func_vehicle.png

func_vehicle
is a right
not a privilege


func_vehicle is primarily meant for other modders, to function as a drop-in "put vehicles in my mod" add-on, rather than a standalone mod.

There is a small test map called "bumpytest" that you can run to check out the currently included car. Drive forward and backward using the movement keys, turn by aiming around with your mouse, Halo-style. Also akin to Halo, when you ride a vehicle you're the one taking damage from getting shot at, the vehicle is unharmed. Use the strafe keys to do barrel rolls midair, or to turn back upright when you accidentally land upside-down.

This mod is currently quite obviously unfinished, but I decided to package things up and release it as is anyway, because it's been just sitting on my harddrive collecting dust for a year, and the risk of it simply getting lost to time was only increasing.

Make sure to bind a button to "impulse 50" for entering and exiting vehicles!


MAPPING & MODDING
Modding:
If you want to go ahead and put this stuff into your mod, make sure to check out the tutorials folder included in this release, it has .pdf and .html versions of two example-implementations, using either stock progs106 or Copper by Lunaran as a base (neither of which are included). Hopefully those are enough to help you in figuring out how to put it in your own mod too!

Mapping:
Currently the only new thing you can do is add a func_vehicle_hotrod to your map (it respects angles for spawning). I don't have a mapping tutorial yet, but the main thing to keep in mind is that the vehicle basically uses a bunch of tracelines to collide with the world, meaning it can drive through and get stuck on geometry that is too thin. So make sure to only use big chunky brushes in areas where the car is. Anything above 16 units should be ok, 32 to be safe!


REQUIREMENTS
Works in any Quake engine since 1997. A word of warning though, each physics object eats entities for breakfast so engines without increased limits will quickly run out. For example the currently included hotrod vehicle uses 371 entities (assuming I counted them correctly). You probably also require a heftier computer than the original requirements were for Quake. Some engines might need tweaking some console settings if the chasecam is choppy.

The mod uses chase_active for the 3rd person view when driving, which has a bug in some Quake engines where if the sightline is too far in front of you, the angle will get completely messed up, so keep that in mind if making large open maps. Ironwail has this fixed for example.


TODO
Missing features:
  • Ability to build your own vehicles using brushes
  • Ability to add own models for vehicles without coding
  • Visual effects like tyre-smoke and such
  • Sounds
  • Finished skin for the hotrod
  • More examples for using the physics engine in other ways
  • Technical description for the curious

Author:
Marko "Polo" Permanto​
Credits:
Electro for the sick hotrod model
Lunaran for Copper, maths.qc in particular which includes clever tricks which sparked the idea for this port in the first place
LadyHavoc for the math-heavy parts of the original implementation of the physics in Twig​
  • func_vehicle.png
    func_vehicle.png
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Submitted by
Polo
Downloads
467
Views
3,537
Release date
Mar 27, 2023
First uploaded
Last update
Rating
5.00 star(s) 2 ratings

Latest updates

  1. Do a barrel roll

    v0.11 I've fixed the most glaring problem the mod had, which is being able to turn the car back...

Latest reviews

Absolutely fascinating feat of engineering. Blew my mind.