Wheeled and Tracked Vehicles!!!!! HELP!!!!!!!!!!
by Adrian Wright · in Torque Game Engine · 11/23/2001 (10:57 am) · 9 replies
Ok I have beat my head against the wall for a week now, and I am in HUGH need of help. Can anyone post a success story of implementing wheeled or tracked vehicles in Torque 1.1 . If so can you please post what you did to implement them in this thread.
Better yet if any of the garagegames staff could help out on this one we would much appreciate it.
thanks a bunch
Btechlore Team
Better yet if any of the garagegames staff could help out on this one we would much appreciate it.
thanks a bunch
Btechlore Team
#2
make lines 508 to 514 look like this (comment out the emitter calls):
// wp->emitter->setColors( colorList );
}
Point3F axis = wv;
axis.normalize();
// wp->emitter->emitParticles(wp->surface.pos + Point3F( 0.0, 0.0, 0.5 ),true,
// axis, wv, dt * 1000 * (wv.len() / 15.0) );
11/25/2001 (8:54 am)
There are no particle emitters in the mpb.cs vehicle script. Of course, I didn't relaize that right away, so in te course of debugging, I found that the two particle emitter calls in WheeledVehicle::advanceTime() (in WheeledVehicle.cc ) were trying to emit from invalid emitters.make lines 508 to 514 look like this (comment out the emitter calls):
// wp->emitter->setColors( colorList );
}
Point3F axis = wv;
axis.normalize();
// wp->emitter->emitParticles(wp->surface.pos + Point3F( 0.0, 0.0, 0.5 ),true,
// axis, wv, dt * 1000 * (wv.len() / 15.0) );
#3
www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=1161
to fix the particle emitter problem.
The vehicle was inserted using info from this thread:
www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=2429
(of course I discovered that Labrat had dealt with the particle Emitter stuff *after* i did my hack fix. Now I've got to go soak in his thread and do it the right way..)
11/25/2001 (9:00 am)
btw - this is a quick hack fix. For the real thing, do as described in this thread: www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=1161
to fix the particle emitter problem.
The vehicle was inserted using info from this thread:
www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=2429
(of course I discovered that Labrat had dealt with the particle Emitter stuff *after* i did my hack fix. Now I've got to go soak in his thread and do it the right way..)
#4
11/25/2001 (11:19 am)
But you gt the vehicle moving and everything? Our problem is that if we try to move it crashes the game, like there are to many collisions or something :(
#5
In case I wasn't clear above: the crashes occur in the emitter calls that are commented out in the snippets above. When they aren't called the vehicle works. The *reason* for this is that you need to make the appropriate resources available, as described by Labrat.
My quick hack described above lets you get your vehicle underway without having those resources in place.
11/25/2001 (2:00 pm)
yup it moves and everything. Use the 'walk' key to get it rolling forward, and the mouse to get it to turn left & right.In case I wasn't clear above: the crashes occur in the emitter calls that are commented out in the snippets above. When they aren't called the vehicle works. The *reason* for this is that you need to make the appropriate resources available, as described by Labrat.
My quick hack described above lets you get your vehicle underway without having those resources in place.
#6
11/25/2001 (8:46 pm)
Going to try this tonight, thanks for the help. Iwill let you know if it works :)
#7
I think one of my big problems was spawning the vehicle so that its tires weren't immediately stuck in the terrain. Using the world editor to lift the vehicle up above the terrain, then dropping it made everything work (almost) perfectly.
12/07/2001 (2:16 pm)
I got this working a while ago, and I remember it being a pain in the ass.I think one of my big problems was spawning the vehicle so that its tires weren't immediately stuck in the terrain. Using the world editor to lift the vehicle up above the terrain, then dropping it made everything work (almost) perfectly.
#8
12/10/2001 (9:28 am)
Yeah we not having much luck at all. Major crashes when trying to move. Maybe its the spawn.
#9
I think it's milkshape and collision...
12/10/2001 (8:08 pm)
No, I am spawning it WAY above the terrain, near the terrain, moving it in f11 after spawn, nada.I think it's milkshape and collision...
Torque Owner Ken Finney
Tubetti World