Wheeled Vehicle Confusing
by Winsoft · in Torque Game Engine · 04/18/2006 (10:06 am) · 6 replies
How can I get a full detailed document about the construction of wheeled vehicle.Including how to set some important node in the model, add animations like springs, breaks, and steering wheels.
I have searched a lot.But I could not find one.And many articles is not complete in TDN.
What can I do?
I have searched a lot.But I could not find one.And many articles is not complete in TDN.
What can I do?
#2
Here's an excerpt of the E-Mail I sent one of my modelers, maybe it'll give you a hand with something.
Hey dude
Okay so this is pretty much how it works.
As far as I remember, these are the required mount points
rear
hub0
hub1
hub2
hub3
mass
eye
cam
.
If you need more help you can always add me on msn: jrockefeller1@cogeco.ca
04/22/2006 (12:01 pm)
Indeed. I've had the engine for almost a year now and I'm still figuring it out for my racing game.Here's an excerpt of the E-Mail I sent one of my modelers, maybe it'll give you a hand with something.
Hey dude
Okay so this is pretty much how it works.
As far as I remember, these are the required mount points
rear
hub0
hub1
hub2
hub3
mass
eye
cam
.If you need more help you can always add me on msn: jrockefeller1@cogeco.ca
#3
I want to know why Torque divide the vehicle into body and wheels.Is it possible to export the whole vehicle including wheels and use it in the game?
04/24/2006 (9:23 am)
Thanks,John Rockefeller.I want to know why Torque divide the vehicle into body and wheels.Is it possible to export the whole vehicle including wheels and use it in the game?
#4
04/24/2006 (11:12 pm)
You have to export them seperately
#5
And no, you have to export them separately. This was done for two reasons, I believe (though I'm not privy to the actual answers).
#1. Was for physics. The wheels are separate entities from the car chassis so they can move freely from it.
#2. So you can have different types of wheels on one type of car.
04/26/2006 (12:30 am)
No problem, WinsoftAnd no, you have to export them separately. This was done for two reasons, I believe (though I'm not privy to the actual answers).
#1. Was for physics. The wheels are separate entities from the car chassis so they can move freely from it.
#2. So you can have different types of wheels on one type of car.
#6
04/26/2006 (1:32 am)
Also it allows the engine to do the animation for the wheels and springs so you don't have to manually animate them.
Torque 3D Owner James Steele
As you're posting here, I'm assuming that you have atleast an indie license for the engine. Take a look at wheeledvehicle.cc and car.cs (in the starter.racing demo) for hints on important node names, animation names and such like things.
If you're not to comfortable reverse engineering code, then maybe ask on here for specifics if you're stuck with anything. For anything that is specific to yopur chosen modelling package, I would suggest that you pop over to the art forums.