Game Development Community

Models too big??

by Jason Toubia · in Torque Game Engine · 09/24/2004 (10:37 am) · 5 replies

Hello,

I have searched the forums for a previous post but for some reason, the search returns nothing related to what I am searching for. So if there is a post like this already, than I apologize for the repeat.

I made a helicopter in 3DSMax 4, modified the flyingvehicle class to support it, put it in Torque and everything worked great. However, I noticed it was a little too small compared the player. Simple fix I thought.....just scale it up. So I did and now all of a sudden, the helicopter falls through the ground. Or actually, it sinks into the ground rear first. I tried different collision meshes using a plain box, higher poly shapes and a scaled up version of the original mesh but to no avail. Only if I shrink the model will it stay above ground.

So I guess my question is....can a model be too big? Not poly wise but scale wise?

A couple things to note even though they don't make a difference. I have set the integration to 5 in the vehicle.cc, I originally used the Warsparrow pack because all the nodes where already setup. The model has about 1200 faces.

Any help would be greatly appreciated!!

#1
09/24/2004 (11:29 am)
Try this when you scale the model in max delete the boundingbox and make
a new one after you scaled the mesh .

Only a hint !
#2
09/24/2004 (12:49 pm)
Are you kidding me?!

Well, Billy, it worked...thanks! I am just astonished that the bounds box would need to be remade after its scaled. I still have a problem of it getting stuck in the ground, it doesn't fall through or even appear to into the ground, but it still gets stuck.

Thanks again!!
#3
09/24/2004 (2:28 pm)
I dont have any vehicles in my game yet so im out of hints here :)
#4
09/24/2004 (7:37 pm)
What's your "integration"?
#5
09/27/2004 (5:33 am)
2 things can get you stuck. If your MASS node is way outline, or your collision shape is 2 low or high.
You probably Don't have a MASS node so the engine is defaulting to the pivot point of the bounds. Relocate it to the center of all 4 hubs. Your Z position is the only one that you can change (up or Down) depending on how you want the stability of the vehicle to act. Up high flips the vehicle easy down low gives it Porche like performance on the corners.
Your collision should be a simple shape. With the bottom plain of the collision shape on or about the center of you wheel (hub, depending on how your setting it up).

You mentioned scale above. In max4 you'll have to remake the object if its collapsed to an editable mesh. I used to just use a simple BOX object and not collapse it into editble mesh. That way I could rescale the box through its properties. (IE height, width ......). A simple box has all the same properties as an Editable mesh just less of them. So the exporter handles them fine.

In later versions of MAX (5,6) you can just reset the Xform via a tool in the utilities panel.

Good luck.

Matt