Game Development Community

Flying Vehicle Resource

by Tom Feni · in Artist Corner · 01/09/2004 (10:13 pm) · 44 replies

I tried to upload the resource but its too large, maybe garagegames can let me send it to them if they like it...

General Info------------------------------

Unzip the files into the starter.racing folder, the files will go into the right folder. make sure it is a fresh head version. The game will start like a normal race game, with one exception. You will be above the ground about 100 mtrs. I added the max file for people to edit to their own specifications.
I only added basic nodes to get it to run.

This should help people in seeing how to get a working flying vehicle in your game..
I got the model and textures form the Chronos V team and compiled the shape in 3dsmax. It should fly fairly smooth and can be adjusted in the flyervehicle script.
You can also add nodes to the max file for emitters and nozzles, along with weapon mounts.. :)

I lost my link...oops!

The Berk
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#1
01/10/2004 (4:21 pm)
Has anyone tried this yet?
just wondering if I did it right.. :)
#2
01/10/2004 (4:32 pm)
I installed it and it did work as is. So yah you did get it right. Not really working on "flying" items now so I just put it in my "need to know this later" folder.

Thanks,
#3
01/10/2004 (4:43 pm)
If you want to add mountpoints add this:
// Mounting
   maxMountSpeed = 0.1;   
   mountDelay = 2;   
   dismountDelay = 1;   
   stationaryThreshold = 0.5;   
   maxDismountSpeed = 0.1;   
   numMountPoints = 1;   
   mountable = true;   
   mountPose[0] = "Sitting";   
   mountPointTransform[0] = "0 0 0 0 0 1 0";   
   isProtectedMountPoint[0] = false;
to the end of the
datablock FlyingVehicleData(Drone)
function, not 100% sure, but it should work
#4
01/10/2004 (5:53 pm)
This is really genoruos of you but there is one things wrong with it. The collsion shape can not be the same as the shape itself. It should be simple and convex. I haven't tried anything else but I am grateful for the script. I'll fiv the collision od the model so you can see what I am talking about.

Thanks a bunch
Matt
#5
01/10/2004 (6:23 pm)
No problem.
I am new to shape making, I just added the hierachy to get it working.. I mainly wanted to get it out so others can build on it.. kind of like a chain dts shape.. :)
so if you can make it better then cool.. it should remain open source tho.. as it is legally owned by the chronos V team.. :)
anyways hopefully I can get some more compiled and usable so it can benefit more people.. :)
#6
01/10/2004 (6:40 pm)
I added it, but for some reason it doesn't do anything? The buggy starts up high, but then hits the ground and flips over backwards.
#7
01/10/2004 (8:48 pm)
Did you just add the mis file???
you have to start with a clean head build (version 1.2) and unzip to the starter.racing folder. It will drop the files in the right folders.. with the core dts files in shapes/vehicles folder..
#8
01/10/2004 (9:15 pm)
OK I fixed the collision mesh to be simple but I am working outa MAX6 so I am re distributing the 3ds file so you can veiw it.
I Dropped the download because the origanal resource has been updated.
Heres a picture that shows the collision mesh.
www.matthewcjones.com/oddshots/Col.jpgOh ya I also repositioned the camera and eye so that the model can be veiwed a little better in game. I also got rid of the unlink so the camera doesn't roll with the before the flyer.
Hope that helps a bit
Thanks again The script was the must have for me.

Matt
#9
01/11/2004 (3:40 am)
Cool.. i will add this too the files and re upload the zip..
SO you didnt like the camera roll?
you can turn it off in the script also.. I had it set at true, but if it is false you shouldnt roll..
thanks for the fix tho.. :)
#10
01/11/2004 (4:34 am)
No I left the camera on. The camera still rolls side to side but with an unlink when you do a forward roll the camera will roll to the left or right before you level out. NOW the camera follows the ship all the way around.

Matt
#11
01/11/2004 (7:11 am)
I was noticeing that if the ship sets down on the terrain it slips through. I tryed turning the integration up but it made no difference. Anybody else?
#12
01/11/2004 (9:11 am)
OK I made a few more changes to the model. I made the bounding box bigger. I added a few faces to the collision mesh. I also drop the pivot of each to the base of the shape. So what I mean is the bounding boxes pivot point is as low as it can go in the scene and still be inside its shape.
Not sure why it makes a difference but it stopped the sinking into the terrain.
I also added a MASS node so the ship would lean forward a littl.
Since I made these change I have able to turn the "Integration" setting down in the script to "2" and have noticed a better frame rate.
Latest 3ds Version

Matt


@Tom Are the 3ds version outa scale?
I have gone to MAX5 so if anybody wants the scene post and I'll put up for download.
#13
01/11/2004 (2:35 pm)
Works fine..
I have it all rigged up and am fine tuning the script again.. :)
I have the 2 mount points in and they work fairly well.. I will bundle it up again and re upload today i hope.. :)
I have it in the game beavers demo game, and works fairly well, it even takes damage and explodes.. but I dont have a debris shape yet so it just pops out and a new one appears.. :)
I raised the mass but it didnt lean forward at all.. wonder if i did it right or not..
anyways I will have a new download soon..
#14
01/11/2004 (2:41 pm)
If you change the offset in the script of the mass node you'll see the difference.
#15
01/16/2004 (5:41 am)
I updated the files with Matthew Jones fixes for the dts
I also submitted it as a resource so should go up soon.. (I hope)
I will leave this for now for others to finish up.. It is really just a jumping off point for others.
#16
03/25/2004 (1:48 pm)
Is it just me, or does this zipfile do nothing but put the buggy in the air at the start? I see that there's code and objects in the files to get a flying vehicle to work, but it doesn't actually work when I run the starter.racing example. Am I missing something? What else do I need to do to get the flying vehicle to even appear? I unzipped the whole thing into the starter.racing dir.
#17
03/25/2004 (3:34 pm)
It should use the files I included to start with the flyer.. I am no longer working on this tho. You should be able to replace the buggy with the flyer.
I havent worked with the head lately so it may have changed slightly..
#18
03/25/2004 (5:54 pm)
Crashes... latest version of the head, and into the racing folder... no alterations.
#19
03/25/2004 (5:55 pm)
I used this resource with 1.2.1 and HEAD and had no problems as of about a week ago.
#20
03/26/2004 (8:27 am)
I'm using the latest HEAD and I still get the buggy, not the flyer. Can someone diff what they have with the zipfile and sent it along?
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