Game Development Community

Vehicles in TGE

by Gustavo Boni · in Torque Game Engine · 11/03/2006 (10:44 am) · 27 replies

Hi all,

I'll develop a game where you controls a race car. I was wondering if the vehicle implementation is enough good to handle my game. I mean, can i have a good looking car behavior with stock TGE?

Another problem i'm having to figure out is how to create the track. Should i use .dif or .dts?

Thanks in Advance,

Gustavo Boni
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#21
11/09/2006 (9:27 am)
I've tried to create the track painting using the terrrain tools like Andrew Hull suggested. So i just loaded my track textures and painted on the terrain.

Check the pics, please:

img164.imageshack.us/img164/1578/screenshot00500001hu4.png
img520.imageshack.us/img520/5630/screenshot00500003em4.png
Unfortunatelly, it not looks exactly how i want. Anyone know how can i fix that?

Maybe the only way to do track in torque is using a mix of difs and .dts. If there's no way to fix that problem in the pictures, i'll try to do in this other way.
#22
11/09/2006 (9:36 am)
Quote:Unfortunatelly, it not looks exactly how i want. Anyone know how can i fix that?

Quote:Maybe the only way to do track in torque is using a mix of difs and .dts.

Answered your own question.
#23
11/09/2006 (10:01 am)
Sam: Yes. Check out this blog. It's a good read.

www.garagegames.com/blogs/985/10361

Note the blog mentions that there is a limitation to the number of collision meshes:

*Torque did not support more than 9 collision meshes until TGE 1.4.0. Because of this some DTS exporters will not export more than 9 collision meshes.
#24
12/02/2006 (6:24 pm)
Emerson,

Thanks for the front wheel drive idea. Night and freaking day!

Thanks!
Lee
#25
12/02/2006 (7:12 pm)
How about making your track out of dts without collision? Use the terrain for the collision mesh slightly under the top of the dts, and use the dts to make it look like a track? Just a thought. I haven't tried it. The demo I made was with an off road track. I'm going to have to try that front wheel drive idea tho. :)

As for turning the starter.fps into a racer, I just went thru the code and removed everything that had to do with weapons. Took the player out (becouse at the time I couldn't figure out how to mount a vehicle) and added in the car.cs and shapes. The biggest problem with the starter.racing in 1.4 was that some of the networking code was missing and I think the engine constantly searching for the code took away from the fps rating.

Edit before posting... :-D
The front wheel drive makes the car much more manageable. Thanks. :)
Fps using the modified starter.fps = really good. Check out the fps counter from fraps in the upper right corner:
The pic is here to save everyones load times
#26
12/03/2006 (3:51 pm)
Is there a way to reset the car after it has flipped over and can't bet back on it's wheels? Or a tweak to make the car so that when it does, flip over, it automatically flip itself back?
#27
12/03/2006 (9:38 pm)
I know the Bravetree car does this. It will almost always right itself, and if not then ctrl-f will flip it.

I don't know the mechanism, but I suspect it would be worth your few dollars to get it and study how it works.
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