Game Development Community

Major bug in TSE

by Roshan Kuriyan · in Torque Game Engine Advanced · 08/25/2006 (7:19 pm) · 5 replies

Hi

I tried to perform a wheeling stunt with my four wheeler, so I created an animation sequence with the front wheel of my vehicle upwards. And the animation was perfectly already when I saw that in Milkshape but when I brought it to engine and played that animation, only the model is getting wheeled and the tyre remains in the ground. Also the animation is being played properly in Torque ShowTool pro.

View the below link for more clear understanding of my problem.

http://www.geocities.com/nathan_testing/wheeling.html

Please somebody help me to solve this.

#1
09/14/2006 (11:54 am)
The vehicles are not designed to support that sort of interaction. The wheels are animated seperately as the vehicle needs to procedurally animate its suspension, and they aren't updated based on vehicle animation (I think). You would have to modify the WheeledVehicle suspension code to make this work properly.
#2
09/21/2006 (7:29 pm)
HI Ben,

We are performing the stunt based on the key bindings by just changing the state of the model using the PLAY THREAD command. Moreover the suspensions will work when the road is rough and when it has lots of ups and downs but here the vehicle moves in a highway, so the suspension concept doesn't work here. Also if we increase the length of the suspension the distance between the wheel and the axle would also increase, instead of going alongwith the axle when we play the wheeling thread.

Can we use PLAY THREAD command for changing the state of the WHEEL after attaching the wheel DTS?

Thanx
#3
09/21/2006 (10:17 pm)
@Roshan: No, you cannot. They are not the same model (wheel and vehicle), and as Ben pointed out, they are not designed to work that way.
#4
09/25/2006 (11:01 am)
The wheel's mount points positions are not updated to conform to animations. You *may* be able to make it update with a little work, but the results are unpredictable.
#5
09/28/2006 (8:00 pm)
You're going to have to do some custom coding work to make this happen for your game - it's just one of those things that the original system was not designed to do (and probably rightly so - the overhead to make that work properly would be high for something that most games don't care about).