Game Development Community

Very simple wheeled test vehicle and some tips.

by Bruce Wallace · in General Discussion · 02/06/2002 (5:51 am) · 11 replies

Edit: Removed the links because the vehicle and tips need revised for the new vehicles. I'll try to get another example up when I figure out the new shapes.
And I dont like to have broken links as much as you don't like clicking on them.

#1
02/06/2002 (8:20 am)
Your model is missing LOScol-# (collision mesh), I noticed in the t2 max files they DON'T use the col-# mesh (even though a Collision-1 Dummy is in the files) rather they use the LOScol-# mesh, Also Mass needs to be the child of Shape Dummy. Also your sequence objects might need some tweaking (see my other post on Clarifing the TURN seqence objects). Wheel Sequences should only range 2 frame Left to Right, or Down to Up, or 0 to -360, as you stated on your site you Need Euler XYZ controller to do this other wise you get some crazy results.

If Phil or Exedous could post my truck . . .maybe we can get a collection here
#2
02/06/2002 (8:57 am)
i would post it if it worked anthony :\
it still crashe when i try to get it in game and the script works ... not sure what mite be wrong
#3
02/06/2002 (12:19 pm)
Ex did you change the script . . using the MPB's code is risky cause it has different qualities like a larger wheel radius. . .
#4
02/06/2002 (12:26 pm)
Anthony, in our boat model our collision mesh is name col-1, not LOSCol-1. It works fine too.

What's the signifigance of the different name? What makes it better?


Dark
#5
02/06/2002 (1:45 pm)
LOS is used for Line of Sight . . .which according to Joe's tut says is used for 'Bullet' collision . . . I'm not a programmer but I belive without it you can't blow up a vehicle with a weapon . . . I think the LOScol-# basically is col# with some extras for projectiles. . . After revision of T2 file they DO use col-1 and LOScol-# so Ex maybe that was the problem send another version to you.
#6
02/06/2002 (2:15 pm)
I added LOS collision details and shapes and updated the zip. I didnt include them at first because I was trying to keep the model as simple as possible, but they are needed and should be there.

The Mass node has me confused. Some example models have it's parent as start, some as shape.
Maybe someone that knows where it really should be will post, but for now it seems to work both places.

Thanks for your input.

Edit: On the wheel sequence. The example's I used had more then 2 frames for wheel spin. But I believe 2 would work as you say but haven't tried it. It just plays the frames forward and backwards. Is it smooth with only 2 frames?

I am willing to host some small models for people to test with. If you email them to Models@Zcalibur.com, I will put them up.
#7
02/06/2002 (5:37 pm)
Any chance of posting this in Max 3.1 ? That's all we have at the office for me to access ... or even Milkshape for use at home ? :-)
#8
02/07/2002 (6:42 am)
I'll try to get a 3.1 version of the model made sometime this week.
#9
02/07/2002 (8:01 pm)
Hi Bruce - got your truck into the map, am able to mount & dismount, and sort of drive it around.

When it spawns, it settles with the wheels about 1m into the ground. It then spends all it's time trying to get out ;-)

When I drive it around, it moves very slowly (the mpb, using the very same datablock works fine). Then it jerks & jumps when it "realizes" it's sinking and wants to save itself. Smart truck :-)

Is this perhaps because of the location of the pivot point that I read about in some other thread ... ?
#10
02/07/2002 (8:24 pm)
If you are using the mpb script, try lowering the mass. 2000 sinks it because it only has 4 wheels instead of 6.

You could also try changing the wheel size in the script. because the radius of my truck wheels is a bit more then the mpb.

Try:

mass = 1000;
springForce = 6000;
springDamping = 1300;
antiSwayForce = 3000;

tireRadius = 2.5;

that should get it out of the ground.

I havent tweaked it much but its drivable at those settings.
I am in the process of tearing apart the datablocks and learning wich members are still functional and how they work.
#11
02/07/2002 (10:42 pm)
Thanks BRuce