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?
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?
#2
Am I missing something with the collision mesh? Anything I can tweak in the MS exporter?
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
// Clocks out
www.flashthunder.com
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
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?
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?
Torque Owner Ace
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)