Game Development Community

Racing Demo

by Desmond Fletcher · in Torque Game Engine · 02/11/2002 (9:15 pm) · 59 replies

GG: You guys are TOO COOL! Did you generate the animations totally from within wheeledVehicle.cc?
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#41
02/18/2002 (3:35 pm)
You do not actually HAVE to add mount0 to the car. You can mount the default car jsut fine because, if a mount point does not exist, it will mount your character in the middle of the vehicle.

I would check your mounting code.
#42
02/21/2002 (9:15 am)
I haven't looked at the scripts code that actually mounts the player on to the car. I ripped all that stuff up while I was removing T2 script code. There have been some threads about "porting" some T2 scripts to make it happen. I'll get to it soon (hopefully), or you can try scripting it yourself :)
#43
02/21/2002 (3:58 pm)
I added a mount0 and, after making mods to the mount/dismount code, it mounts fine (I want key-activated mounting, not just 'bump-mounting'). I recall there being some damage-related code which I changed to cause collision damage when player was not mounted and vehicle was moving faster than 10 (units/time).

But I still can't get the wheel textures to show. BTW - the preload code for the vehicle causes a Fatal Assert in debug mode, something about an index value higher than the number of materials in the getFlag method...
#44
02/21/2002 (4:04 pm)
I haven't test a textured wheel yet, there could be a problem with it. I'll give it a try this evening.
#45
02/21/2002 (4:04 pm)
Guys,

My modeller is having extremem difficulty in creating a working vehicle model in 3dmax.

Does anyone hav ea sample vehicle model done in 3dmax that they wouldnt mind us having a look at?
#46
02/21/2002 (4:11 pm)
Actually good question would be, has anyone succesfully created a new vehicle shape in Max??
#47
02/21/2002 (4:12 pm)
I see alot of questions on a 3D max vehicle with the new code, I've been playing with milkshape, but I'll try to get a test vehicle in max again.
#48
02/21/2002 (6:35 pm)
Ok, I have been able to create a Vehicle shape in max with the animations performed in the engine. I haven't tested adding animations in max yet.

Everything went as expected for the vehicle and worked with the tire included in the racing mod. But, I've run into an unexpected turn when creating my own wheel shape.

It seems that the wheel gets flopped on its axis, creating sideways spinning wheels when in the game.
I first tried adjusting pivot points to correct this, but no matter where I rotated them the wheel remained sideways. So then I began rotating the shape itself and when I laid it down flat with the y axis up instead of Z,it worked correctly in game.
I will experiment with it more but this is a screenshot of the way the wheel looks in the front view of max to work properly in game.
Screenshot
But as for creating the vehicle it works ok with the shape aligned to the axis as it should be.

Edit:Tested textured wheel in max also, worked fine.
Screenshot
#49
02/21/2002 (7:07 pm)
Would it be possible to have a look at your 3dmax vehicle max file Bruce? My modeller has been tearing his hair out for the past couple of days :(

(The vehicle worked right? Just not the wheels?)
#50
02/21/2002 (7:13 pm)
Yes it works with the new vehicle code(head version), I haven't tried any suspension animations yet. but here is the truck and wheel.
Monster Truck

Edit: These are 3d max 4 shapes fyi. Updated the link to the correct zip. First one was to an old zip for the orginal code, sorry.
#51
02/21/2002 (7:18 pm)
i have a question... since wheels are now animated from code... can you still play a max animation while moving? for example if i would like a hand to move from the trucks window while the wheels are turning (just some lame example) ... can that be done?
or for another example, animating a tank's tracks....
that's what i would need to do.. any ideas?
#52
02/21/2002 (7:46 pm)
You can still make steering and suspension animations and the engine will try to match them up. You can have other animations but to get a tracked vehicle effect you'd want to modify the code to play the animations etc. To get a nice result. I want to attempt this soon but I'm still trying to grasp all the vehicle code heh.
#53
02/22/2002 (12:10 am)
Xavier: I too am planning on using tracked vehicles in my game, and Im not sure what route Im going to take. Right now Im thinking of animating the texture of the tracks. Either with a sequence of bitmaps that are offset, or by moving the origin of the bitmap around the shape, depending on speed. Im sure there are plenty of ways to do it, but those are the 2 Im thinking about.

deRost
#54
02/22/2002 (3:17 am)
Bruce.
This may sound stupid but that 3dmax file you posted has wheels in it? I thought the wheels were now sperate?
(I dont know anythign about max....just struck me as odd)
#55
02/22/2002 (3:44 am)
hmm let me check I may have zipped the wrong max file up. You are correct there should be no wheels in the max file and a seperate max file with just the wheel. I'll check what I uploaded. That may have been for the original way vehicle's were made, I have so many max files around learning how to create working vehicles. hehe, Check back in a couple minutes and I'll tell you if its the right one or not.

Edit: oops uploaded wrong zip, sorry. The correct one(I hope) can be found here.

Monster Truck
#56
02/22/2002 (8:31 am)
On the tires in Max... The +Y axis is normally considered the front of a shape by the torque engine. The player is built looking down the Y axis, the vehicles should be that way as well. In the case of the tires, the Y axis is the axis around which the tire will be rotated in code... so Bruce, your screenshot of the max tire looks fine :)

Since MilkShape uses a wierd axis convention, the exporter flips them around: in MS the Z axis is equivilent to the Y axis in Max and in the engine.
#57
02/22/2002 (11:46 am)
It was just odd that the vehicle was built with the z axis up and the tires laying down. But it doesnt matter as long as the modeler knows and I'll leave my example up for people to look at. =)
#58
02/22/2002 (12:09 pm)
Does seem wierd, Z should still be up in the tire (or down, I guess since the tire is symetrical, it doesn't really matter as long as the Y axis is the axis of rotation).
#59
02/28/2002 (3:13 pm)
*posted in wrong thread, sorry*
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