Torque Vehicles
by Daniel "opcode" Arnold · in Torque Game Engine · 04/17/2002 (9:46 am) · 48 replies
Hello fellow Vehiclians.
This thread is for all of us who must deal with any type of vehicle in the torque engine. We are here to share our knowledge and help each other out.
Thanks
This thread is for all of us who must deal with any type of vehicle in the torque engine. We are here to share our knowledge and help each other out.
Thanks
#42
08/25/2004 (9:45 am)
Thanks a lot for all the help! I got it going now, and I wasn't naming the bone and that was the cause of my problems. sorry for such a late post!
#43
If you are looking for good car physics at all look at here
http://home.planet.nl/~monstrous/tutcar.html
How are you making realistic car movement without torque curves may I ask?
08/25/2004 (11:19 am)
Who ever is making gear shifting I would be glad to help, I made a realistic 2D car project in TV3D with gear shifting and such, it was loads of fun(I am only 15 but I have my own mini which I grass-track race, I love cars :D)If you are looking for good car physics at all look at here
http://home.planet.nl/~monstrous/tutcar.html
How are you making realistic car movement without torque curves may I ask?
#44
www.inoculousgames.com
08/26/2004 (6:36 pm)
Eventhough TGE doesn't support the gear shifting and the use of torque curve, it still implements vehicle physics described in the above link. Often times games don't have to be realistic, nor do vehicles to be a car - just fun playing it ;-)www.inoculousgames.com
#45
The same vehicle would have like 4 datablocks with different speed and accelerations but with the same .DTS file. Whenever a key is pressed, the datablock is switched.
08/27/2004 (6:51 am)
You could try to switch gears by switching datablocks.The same vehicle would have like 4 datablocks with different speed and accelerations but with the same .DTS file. Whenever a key is pressed, the datablock is switched.
#46
08/27/2004 (6:53 am)
That would be overkill, I have already added in gears and changes in engine torque with a few simple changes to the code
#47
And another thing... Can i have more than one texture for a model in Milkshape? The reason for this is so I can make my vehicles' windows semi-transparent. When I do this
at the moment tge crashes. Am I doing this wrong... or is this just not supported?
Then with the Milkshape Exporter Plus... Has anyone tried enabling the Environment Mapping?... Mine just crashes... so I'm back to using the Standard Exporter...
09/20/2004 (1:20 am)
Has anyone made any progress with the gears?And another thing... Can i have more than one texture for a model in Milkshape? The reason for this is so I can make my vehicles' windows semi-transparent. When I do this
at the moment tge crashes. Am I doing this wrong... or is this just not supported?
Then with the Milkshape Exporter Plus... Has anyone tried enabling the Environment Mapping?... Mine just crashes... so I'm back to using the Standard Exporter...
#48
that said, how can i make my car (in this case atv) brake? like not material or apperance vise, i mean like i press brake button, the atv begins to come to a stop.
08/04/2006 (4:23 pm)
Ok,first, i implemented the vehicle resource, that said, how can i make my car (in this case atv) brake? like not material or apperance vise, i mean like i press brake button, the atv begins to come to a stop.
Torque Owner Drew Hitchcock
First of all, make sure that you are correctly naming the individual bones, and not the armature itself. If you don't know how to do this, I can help you with that, or you can find it in any blender animation tutorial. Once they are named correctly, set Detail32 as the parent of the armature, and set the armature as the parent of the actual model. Blender will give you a menu when you parent it to the object, be sure to select "armature" not "bone." Your mountpoints should export fine then.
EDIT: I just got a wheeled vehicle working in blender(well, more like a box with wheels), I can post the .blend if anyone is interested.