Demo crossbow bolt not right
by Kevin Krumwiede · in Torque Game Engine · 03/04/2005 (2:00 pm) · 7 replies
The first thing I did with the TGE demo was make the crossbow bolts ballistic, decrease their muzzle velocity to 25, and increase their lifetime to 20000. Then I shot them up in the air and tried to catch them with my face.
I noticed that the crossbow bolt and its particle emitter aren't in the same place. The bolt comes out of the crossbow (what looks like) about a foot below its particle emitter. And the particle emitter is what explodes if it hits something; the bolt shape passes right through stuff. I observed this in both the Windows and Linux versions.
I examined the crossbow.cs script and I can't find anything wrong with it, but then again, I am a total noob. I thought maybe something was wrong with the projectile.dts shape (like the brushes were offset from the origin) but I opened the ms3d model and it looks okay.
So... is there some attribute missing from the projectile datablock that specifies its size and/or offset? That's the only thing I can think of right now.
I noticed that the crossbow bolt and its particle emitter aren't in the same place. The bolt comes out of the crossbow (what looks like) about a foot below its particle emitter. And the particle emitter is what explodes if it hits something; the bolt shape passes right through stuff. I observed this in both the Windows and Linux versions.
I examined the crossbow.cs script and I can't find anything wrong with it, but then again, I am a total noob. I thought maybe something was wrong with the projectile.dts shape (like the brushes were offset from the origin) but I opened the ms3d model and it looks okay.
So... is there some attribute missing from the projectile datablock that specifies its size and/or offset? That's the only thing I can think of right now.
#2
Anyway, it ain't visible that much with the stock settings. If you change the settings then you're on your own. :>
Maybe the particle effect is not being sent along the muzzlevector?
03/04/2005 (3:30 pm)
What's lame about it? Fix it yourself if it bothers you so much, it shouldn't be so hard Eric.Anyway, it ain't visible that much with the stock settings. If you change the settings then you're on your own. :>
Maybe the particle effect is not being sent along the muzzlevector?
#3
03/04/2005 (4:15 pm)
The problem is in projectile.dts. Exporting the included projectile.ms3d solved the problem. Now it looks more like a giant raindrop than a crossbow bolt, but at least its trajectory is correct. I'll leave fixing the skin as an exercise for somebody with actual MilkShape skills.
#4
03/04/2005 (4:32 pm)
FYI, the lifetime of the projectile is capped well below 20000.
#5
05/09/2005 (11:35 am)
Anyone every figure out a fix for this problem?
#6
05/09/2005 (4:23 pm)
Yeah, the problem is the bolt model, projectile.dts. I just don't have the 3D modeling skills to fix it so it looks decent. I don't think the projectile.dts that ships with the demo was produced from the projectile.ms3d that comes with the demo, because simply re-exporting it fixes the trajectory problem. It also results in the bolt looking like a huge white raindrop...
#7
I've jizzled up a Milkfarm version of the SDK 'bolt' as it is, and I'll get it into a hosting location now. There is a difference between the ms3d file's output and the Max file's...the Max file is the arrow, while the ms3d shape is a polyhedron.
newSDKmilkbolt is what I just fiddled with. Might need some scale adjustment, not sure; since I didn't export it to dts. I simply setup the shape in Milkshape very quickly. Hope it helps and good luck.
Rex
05/20/2005 (3:43 pm)
NewSDKClip This is my copy of the ammo clip for the crossbow ammo clip in the SDK I downloaded recently. I kept getting errors regarding it's collision mesh and did a quick fix. I've not yet looked at the bolt[firing up devBoxII now], but I would venture to guess some weird origin/bound/ axis location might be involved.I've jizzled up a Milkfarm version of the SDK 'bolt' as it is, and I'll get it into a hosting location now. There is a difference between the ms3d file's output and the Max file's...the Max file is the arrow, while the ms3d shape is a polyhedron.
newSDKmilkbolt is what I just fiddled with. Might need some scale adjustment, not sure; since I didn't export it to dts. I simply setup the shape in Milkshape very quickly. Hope it helps and good luck.
Rex
Torque 3D Owner intangir
they know about it too
and its obvious even without altering its properties.
pretty lame ;)