FlyerVehicleData(Props?/Rotors?/Wheels?)
by Lloyd [Bleeptech] Godsey · in Torque Game Engine · 01/17/2004 (11:59 pm) · 6 replies
Will FlyerVehicleData(); allow/do Propellors/Rotor-Heads/Wheels on flyers?
// Or will WheeledVehicleData(); Allow hover/flight?
I can do it with animated textures or animation sequences if I have to, I'm just curious.
// Or will WheeledVehicleData(); Allow hover/flight?
I can do it with animated textures or animation sequences if I have to, I'm just curious.
#2
Don't worry Ben,
Either I'll come up with the $$ or someone will decide that they want to trade me a legit copy of Torque for models / datablocks.
//That way the "Notes" on my profile will say "SDK Owner" instead of "none" or "Demo Abuser". :)
Plus this gives me time to finish/tune the models and vehicle datablocks I have worked up now.
Bike - 2 Wheels and it loads.. Hurrah! // Hehehe.. Want a copy? :)
Car
Truck // This is the pic on my profile.
Hover // I have to agree with Joe M. Fake it with big, squishy, invisible wheels. It makes the collision detection more reliable.
Flyer
I hope to add Tracked (Tanks), Winged (Ornithoptors), Copter and Boat to my portfolio as well.. . :)
01/18/2004 (12:47 am)
Hehehe... I can't afford the SDK right now but I can afford to spend an hour to animate a rotorhead. :)Don't worry Ben,
Either I'll come up with the $$ or someone will decide that they want to trade me a legit copy of Torque for models / datablocks.
//That way the "Notes" on my profile will say "SDK Owner" instead of "none" or "Demo Abuser". :)
Plus this gives me time to finish/tune the models and vehicle datablocks I have worked up now.
Bike - 2 Wheels and it loads.. Hurrah! // Hehehe.. Want a copy? :)
Car
Truck // This is the pic on my profile.
Hover // I have to agree with Joe M. Fake it with big, squishy, invisible wheels. It makes the collision detection more reliable.
Flyer
I hope to add Tracked (Tanks), Winged (Ornithoptors), Copter and Boat to my portfolio as well.. . :)
#3
When the player moves the vehicle forward, it plays activate back to start the animation, then it loops maintainBack as long as it continues to move forward.
When the player moves the vehicle straight up, then activate top and maintain top play, their functionality is similar to the other.
For a rotor wing aircraft you could play a thread via the 4 shapebase animation threads available to each model. Basically you could have a thread that always has the rotors turning. Then for activate/maintain back/top you could animate the cyclic (if you wanted to get real technical). Also you might be able in those same animations to add another rotation to the rotrs to make them spin faster, though this is not something I have ever tried. Of course all animations would need to be blends.
The flyer class doesn't allow for functional wheels, nor the wheeled class flying. I have heard that someone has added wheel functionality to a flying class though. I assume you are meaning something along the lines of simulating, say a fixed wing prop plane, where when you take off, you are restricted to the ground until you reach X speed, and the landing gear would roll properly and such. This would be one of those things you'd really want to change or add to the source code to accomplish, though with a LOT of scripting you could make a half decent go of it. ALso simulating a helicopter in a technically acurate manner would require additions to the source, but for more of an arcade feel, the flying vehicle should be able to do it well as is.
I am interested in your two wheeler. I played around with making one some time back, but never accomplished anything, and would be interested to know how yours works.
01/18/2004 (10:13 am)
Inheritly the flying vehicle supports animations played at certain times...When the player moves the vehicle forward, it plays activate back to start the animation, then it loops maintainBack as long as it continues to move forward.
When the player moves the vehicle straight up, then activate top and maintain top play, their functionality is similar to the other.
For a rotor wing aircraft you could play a thread via the 4 shapebase animation threads available to each model. Basically you could have a thread that always has the rotors turning. Then for activate/maintain back/top you could animate the cyclic (if you wanted to get real technical). Also you might be able in those same animations to add another rotation to the rotrs to make them spin faster, though this is not something I have ever tried. Of course all animations would need to be blends.
The flyer class doesn't allow for functional wheels, nor the wheeled class flying. I have heard that someone has added wheel functionality to a flying class though. I assume you are meaning something along the lines of simulating, say a fixed wing prop plane, where when you take off, you are restricted to the ground until you reach X speed, and the landing gear would roll properly and such. This would be one of those things you'd really want to change or add to the source code to accomplish, though with a LOT of scripting you could make a half decent go of it. ALso simulating a helicopter in a technically acurate manner would require additions to the source, but for more of an arcade feel, the flying vehicle should be able to do it well as is.
I am interested in your two wheeler. I played around with making one some time back, but never accomplished anything, and would be interested to know how yours works.
#4
I'm planning on throwing together a MilkShape tutorial/basic datablock for a bike in a day or two and I'll post a thread when it's
ready.. // Soon to be followed by tutorials for the rest of the vehicles.
The main thing I had to do for the bike was to expand the massbox to 10 x 5 x 1 units to get it to stand up and not beat itself to
death on the ground.
// Thanks GG Forums. :)
I also had to move the mass center down below ground level to get the chassis to roll properly and aft to about where the swingarm
pivot would be to get it to jump/hang/drop right.
NOTE, The collision meshes for the wheels needs to be more than just a simple 6 face box.
(Mine is 24 faces per mesh, 2 short flat 12 face cones base to base. 12-16 faces should work as well.)
// The width of the collision mesh caused some odd handling in turns and I had to subdivide and narrow the rim to get a ridge for
// ground contact.
01/18/2004 (2:52 pm)
Martin, Thanks for the animations info. // I may have to annoy you for a list of supported animation names later. :)I'm planning on throwing together a MilkShape tutorial/basic datablock for a bike in a day or two and I'll post a thread when it's
ready.. // Soon to be followed by tutorials for the rest of the vehicles.
The main thing I had to do for the bike was to expand the massbox to 10 x 5 x 1 units to get it to stand up and not beat itself to
death on the ground.
// Thanks GG Forums. :)
I also had to move the mass center down below ground level to get the chassis to roll properly and aft to about where the swingarm
pivot would be to get it to jump/hang/drop right.
NOTE, The collision meshes for the wheels needs to be more than just a simple 6 face box.
(Mine is 24 faces per mesh, 2 short flat 12 face cones base to base. 12-16 faces should work as well.)
// The width of the collision mesh caused some odd handling in turns and I had to subdivide and narrow the rim to get a ridge for
// ground contact.
#5
suported Flying Vehicle stuffs...
ActivateBack is played at start of forward motion
ActivateBot is played at start of upward motion
MaintainBack is played when going forward
MaintainBot is played when going up
those are the only special animations for the flyers, but there are some interesting nodes....
JetNozzle0 point to emit jet trail while moving forward
JetNozzle1 point to emit jet trail while moving forward
JetNozzleX point to emit jet trail while moving Backward
JetNozzleX point to emit jet trail while moving Backward
JetNozzle2 point to emit jet trail while moving Upward
JetNozzle3 point to emit jet trail while moving Upward
If you notice, the JetNozzleX is listed twice, because it actually is in the engine, probably as the result of a typo. There are no anims implemented for moving backwards, but it does support the jetNodes for it, unfortunately I don't think two nodes with the same name will make it through an exporter.
Flyers also support four contrails emmiters:
contrail0
contrail1
contrail2
contrail3
01/18/2004 (9:44 pm)
Cool. I stumbled across the effects of the mass center being below ground quite by accident, but the other tweaks never occured to me. Very clever, I might just have to try this just for fun.suported Flying Vehicle stuffs...
ActivateBack is played at start of forward motion
ActivateBot is played at start of upward motion
MaintainBack is played when going forward
MaintainBot is played when going up
those are the only special animations for the flyers, but there are some interesting nodes....
JetNozzle0 point to emit jet trail while moving forward
JetNozzle1 point to emit jet trail while moving forward
JetNozzleX point to emit jet trail while moving Backward
JetNozzleX point to emit jet trail while moving Backward
JetNozzle2 point to emit jet trail while moving Upward
JetNozzle3 point to emit jet trail while moving Upward
If you notice, the JetNozzleX is listed twice, because it actually is in the engine, probably as the result of a typo. There are no anims implemented for moving backwards, but it does support the jetNodes for it, unfortunately I don't think two nodes with the same name will make it through an exporter.
Flyers also support four contrails emmiters:
contrail0
contrail1
contrail2
contrail3
#6
from Tribes2 modeling, but things like animation sequence names can get
mangled in a Max>VRML export.
Hehe.. The tire tweaks came about as a result of watching the bike lurch
sideways as the tire transitioned from upright to leaning.
01/18/2004 (9:53 pm)
Thanks for the list of flyer anim names. I already know about the nodesfrom Tribes2 modeling, but things like animation sequence names can get
mangled in a Max>VRML export.
Hehe.. The tire tweaks came about as a result of watching the bike lurch
sideways as the tire transitioned from upright to leaning.
Associate Kyle Carter