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Racing Starter Kit - Modelling Wheels In Milkshape

by John Rockefeller · in Artist Corner · 07/17/2005 (8:46 pm) · 3 replies

Anyone have a clear idea as to how to make a wheel in Milkshape that can be used on the buggy or any other car?

What do we have to name the joint?

Thanks!

#1
07/17/2005 (9:20 pm)
I will let the vets correct me if need be, but AFAIK you make the wheel as a separate model, then create mount joints for both the car, where the wheels with go, and the wheel itself, where it will be mounted. Im not sure the exact names, well, let me get my 3dpai1 book... hub0 to hubN, however many you have (i think). Then make a wheel model (round maybe? :) ) and align the middle of the wheel with the origin markers for your modeler program of choice. Hope this helps!

Edit - You dont have to make wheel joints, just on the car. The wheels with mount to the car joints via the origin of the model (0,0,0)
#3
07/18/2005 (12:13 am)
I think that Resource is a little more than what John was after Matt, anyway the wheel shape is a seperate object from the car so ignore the joints for the moment (or until you start working with the vehicle itself). The wheel is nothing more than a cylinder with one texture for the sides and one for the tread, the BT Car uses a single texture UV mapped to the cylinder and I'd suggest getting this before you start working on the vehicle body.

Not sure if Milkshape puts a bounds object around the wheel on export or if you have to do it yourself (its just a cube named bounds that encloses the wheel), hope this helps.

Wheel Shape starter.fps/data/shapes/buggy/wheel.dts
Wheel Side starter.fps/data/shapes/buggy/wheel.jpg
Wheel Tread starter.fps/data/shapes/buggy/tread.jpg