Game Development Community

Wheeled vehicles (again)

by Edward Gardner · in Torque Game Engine · 11/11/2001 (4:59 pm) · 5 replies

Say, I just want to replace the MPB model with an unanimated tank model.

Say I save the tank model using the MS exporter.

Say that all works fine, and I create a newly spawning tank model.

Say then that the tank model spawns, then kinda sticks in the terrain and jitters.

What can I do about that with script? Anything?

#1
11/11/2001 (5:19 pm)
try using f11 and the world editor and double click on the tank to show a bbox around it and it should have 3 different lines marked x y and z hight light z to drag the tank up to where you want , then click save and save it to your scripts.

or you could hit f11 mark "creator" and down a bit on the right click on shapes and you will see it there (i think i have done a vehicle yet) ,but you can spawn stuff that way and use the xyz for positioning and save it

(make sure all your files are not read only or it wont save)
#2
11/11/2001 (5:44 pm)
Not really the problem. I actually have it soawn above the terrain and drop down a bit.

Am I missing something with the collision mesh? Anything I can tweak in the MS exporter?
#3
11/11/2001 (11:42 pm)
still sounds like you nedd to move the the center of the mass upweather you do it in ms or ingame either should work
#4
11/12/2001 (2:17 am)
Check if the pivot point of the bounding box is at the bottom of the box.

// Clocks out

www.flashthunder.com
#5
11/12/2001 (5:18 am)
Yeah, the center of mass is WAY up above the normal plane, I also tried moving it in the editor, still no go.

What's the easiest way to check the bounding box pivot point in MS? There doesn't seem to be any user defineable bits in the MS Exporter?