Game Development Community

Eye Hassles

by Daniel Neilsen · in Artist Corner · 03/20/2002 (4:15 am) · 12 replies

Hey Guys,

Myself and my modeller have spent most of the night fighting with, what will be, our attempt at a hover vehicle model.

The model is created and, from all appearances, should be fine. All the dummys are linked correctly, no errors.
The model exports fine.

We get the model into the game, still fine, but the code is making the eye point transform the same as the vehicle transform (ie. horizontally center and vertically bottom). To me this would seem to indicate that the code cannot find the node "eye" in the model and is defaulting to the model transform.

Can anyone shed some light on why this would be and how to fix it?

(Note: The code is unedited HEAD build code and works fine with different models)

#1
03/20/2002 (4:21 am)
Can you verify (from the dump or the DTS itself) that the eye node has indeed been exported?
#2
03/20/2002 (4:48 am)
put Eye into the Always Export list in your DTSscene.cfg file in the same folder as your .max file.

Make sure Eye dummy is linked to Shape/Start

Press Tab to toggle from Eye to Cam (in standard test)

I think that should help..
#3
03/20/2002 (12:39 pm)
Many thanks terrox
That worked well. Had to put the nodes into always export. :)

So now the vehicle exports fine with eye nodes. Next problem....

It is a hover vehicle but it is stuck on the ground. What makes it hover off the ground??
#4
03/20/2002 (1:38 pm)
A fusion reactor? maybe ALOT of gas? Lol im sorry im not relping ill leave now



*fades away*



*poof*.............
#5
03/20/2002 (3:09 pm)
thanks Trojke!.. he he he.. no.


Hoverheight = 3; ??
There is lots of hover code in the T2 engine, not sure what was ripped out of the Torque source though, but also in the model you need the bounds to only touch the bottom of the vehicle and the bounds pivot should be just below where the axels would be, or about 1/4 above the bottom of the vehicle.

Also make sure that Col-1 does not go outside the bounds, bounds should be encompass all nodes and collision shapes.
here is some code from T2 hover tank.. not sure if any of them work,

floatingGravMag = 4.5;
dragForce = 40 / 20;
vertFactor = 0.0;
floatingThrustFactor = 0.15;
mainThrustForce = 50;
reverseThrustForce = 40;
strafeThrustForce = 40;
turboFactor = 1.7;
#6
03/20/2002 (4:19 pm)
Yeah, its not a script issue I have tried just about every combination of altering the vehicle properties to no avail.

That pivot might be the reason, I am not sure if our model has one of them.

I dont suppose anyone out there has a working hover vehicle model that I could have a look at?
#7
03/21/2002 (3:01 pm)
I don't have any code for a hover on me.. If I did I could whip up a hover vehicle easy I'm sure.

The pivot of bounds is always there, either its at the center of the object or 0 0 0 of the scene.

It is also called the Origin in Milkshape I think
#8
03/21/2002 (3:15 pm)
Thanks Terrox.

We managed to fix it last night though. I was assuming that the hover "cushion" was defined by a dummy in the model while, in fact, it is done in the vehicle declaration in the gyros stabilisation propertys.

Thanks for all the help :)
#9
03/21/2002 (3:26 pm)
Which line and what values worked?
#10
03/21/2002 (5:00 pm)
No!
I will not tell! :P

lol

Here they
stabLenMin = 7;   //Min hover distance from pivot
   stabLenMax = 8;   //Max hover distance from pivot for standard hover (not jumps)
   stabSpringConstant  = 300;  // hover force
   stabDampingConstant = 50;   // damping force

These settings seem to work ok for my model which has a mass of 80. The stabLen settings need to be altered for each model until you can hover without getting stuck.
#11
03/21/2002 (5:09 pm)
cool.
So would min be the value that the force starts being over exerted and max the value where the force stops?
#12
03/21/2002 (5:24 pm)
I believe so yeah :)
I havnt played with it heaps but they are the settings to fiddle with :)