Game Development Community

MS3D Vehicle Models

by Edward F. Maurina III · in Torque Game Engine · 04/02/2003 (8:47 pm) · 5 replies

Hello all. It's been a while since I've posted. I'm still busy working on EGT. If you don't know what that is, no biggee..if you do..I'm sorry for being so late. March 15th, sure...

I'm currently doing vehicle research and having a hell of a time with the 4 wheeled vehicle and stability among other issues. I'm doing all my work on the cheap, which means using MS3D to build the models.

I've managed to put together a simple box car, just like from the TGEV - Vehicle Tutorials as posted at ToRK. Unfortunately, not all the concepts seems to translate from MAX to MS3D.

Current problems I'm having are:

1. Collision mesh (col-1) is visible.
2. Car flips over very easily even though mass is centered between all four tires.


So, the request. If anyone reading has got an ms3d model of a 4 wheeled vehicle that is stable (i.e. rolls back over onto its wheels if it gets flipped, and doesn't get stuck too easily), could you please post it here, or as a resource, or at least let me take a look at it so I can see what I'm doing wrong?

Many thanks in advance.

-ed


PS - In case someone wants to look at my model, here it is. Please note. I know the dimensions don't exactly match the one from TGEV, but I just redid the vehicle to be sure I hadn't skipped a step. This one is even worse. As soon as you place it it flips over on its own.

-EFM

#1
04/03/2003 (3:58 am)
You have one with Torque in the Racing mod. It's just a box but I assume this is just to test with?


torque\example\racing\data\shapes\car
#2
04/03/2003 (9:06 am)
Michael,

Thanks. I must be going senile with age.

-Ed
#3
04/03/2003 (9:38 am)
Oops.. look like I spoke too early. The car and tire here look to be for the old physics system. I don't see a mass node or a LOS collision box (latter not related).

So, anyone got one updated to match the new physics code?

Thanks nonetheless Michael. I'll give this a try to see what it does.

-Ed
#4
04/03/2003 (10:37 am)
Greetings!

Ed, I've looked through the Vehicle and WheeledVehicle code and don't see where the centre of mass is obtained from a node in the mesh. I believe that the centre of mass is only defined within the vehicle's script. For example:

massCenter = "0 -0.5 0";    // Center of mass for rigid body
   massBox = "2.5 6.6 2.0";   // Size of box used for moment of inertia,
                              // if zero it defaults to object bounding box

In the above example, I've also set the massBox to a value as I didn't want the moment of inertia to come from the DTS file's bounding box. You'd usually want to do this with MilkShape and LightWave generated DTS objects as the bounding box is not user definable.

Looking at the DTS file generated from the MilkShape car, there does appear to be a collision detail (Collision-1) and shape (Col). Would this not do or is there something special about the LOS collision shape? Either way, I do not believe that the MilkShape exporter can generate specially named collision shapes (such as the LOS one).

- LightWave Dave
#5
04/03/2003 (11:44 am)
Dave,

Thanks for your help. (Dave to the rescue again!) I'll take this additional data and run with it. I should have checked for the mass node in the code like you did. I assumed and we all know what that gets you.

Thanks again to both Michael and David. -Ed M.

PS - Thanks also for the note on LOSCol-#/LOS-#. I couldn't figure out why it kept rendering. That was very annoying.

-Ed