Custom Buick...copied from blog with link
by wiseman2 · in Game Design and Creative Issues · 01/08/2009 (4:14 pm) · 3 replies
Edited for new screenies.....changed link for the new download also
first of all I've been working on some vehicles for a while...started modeling in maya, but that was so that I could learnit.....I got impatient and wanted to see how hard it was to get one in game first...
so I went and downloaded a few.... found one I liked and went through the docs and worked on getting it in game.... first thing I learned was that don't use anyone else's transforms...the .mb file I was using had y as being up instead of z , so although I got the car in game it bobbed up and down through the terrain...
after a day and a half of fighting with that, I figured it out....open a blank project..set everything for torque..
and then import the file.....then select all polygons...group them..and remove all transforms...then you can rotate the model.
then put in your nodes, collision mesh, bounds,etc.... exported fine...except one problem..
looked fine in showtool, but crashed the engine on start up every time....
wish maya had a spellchecker in it...
collision is the way it should be spelled and colission is how I spelled it....
that was problem 1. next was that I had it in the hierarchy in the wrong place....didnt realize it had to be a child of start01....
the learning process is fun isn't it...
well anyway I got it in game finally and you can all use it if you want....I've even included a basic script for it....I'll be fine tuning that later. ..I downloaded the original mes...couldn't find away to contact the original artist, but the eula said that it's ok to use commercially even if it was downloaded for free....it just needs to be incorporated into a final product..(I believe that it's ok as a .dts as long as that's not what is being sold)...and not sold individually or in a set, but as part of a game...at least that is how I interpreted the eula
www.mapvault.com/xoops/uploads/buick2.zip
here is the screenie and yes those are the buggy tires....


I've included nodes for a passenger, 2weapons, 4 lights, 4 smoke particles, and 2 jets along with the standard set....there are no nodes for los yet, but who knows....and it's right hand drive...in a mid 70's buick with a custom front spoiler...( I know I didn't model it, but...it's still a cool car for something different)
I'm also going to release a starter file for maya for all the nodes and basic structure so all you have to do is move them where you want, and delete those that you don't want....I figure that would have helped me out, but if I had that I wouldn't have all this nice yellow and black coloring on my forehead.... need to remember to tell my friend thanks for that "bang head here" mat he gave me for those really frustrating moments....
anyway I'm also working on several vehicles to add to a content pack, and about 150 textures for for a little pack there too.... hopefully should have most ready in the next few days
after edit--
hope you like the new texture...it's now included in the .zip
first of all I've been working on some vehicles for a while...started modeling in maya, but that was so that I could learnit.....I got impatient and wanted to see how hard it was to get one in game first...
so I went and downloaded a few.... found one I liked and went through the docs and worked on getting it in game.... first thing I learned was that don't use anyone else's transforms...the .mb file I was using had y as being up instead of z , so although I got the car in game it bobbed up and down through the terrain...
after a day and a half of fighting with that, I figured it out....open a blank project..set everything for torque..
and then import the file.....then select all polygons...group them..and remove all transforms...then you can rotate the model.
then put in your nodes, collision mesh, bounds,etc.... exported fine...except one problem..
looked fine in showtool, but crashed the engine on start up every time....
wish maya had a spellchecker in it...
collision is the way it should be spelled and colission is how I spelled it....
that was problem 1. next was that I had it in the hierarchy in the wrong place....didnt realize it had to be a child of start01....
the learning process is fun isn't it...
well anyway I got it in game finally and you can all use it if you want....I've even included a basic script for it....I'll be fine tuning that later. ..I downloaded the original mes...couldn't find away to contact the original artist, but the eula said that it's ok to use commercially even if it was downloaded for free....it just needs to be incorporated into a final product..(I believe that it's ok as a .dts as long as that's not what is being sold)...and not sold individually or in a set, but as part of a game...at least that is how I interpreted the eula
www.mapvault.com/xoops/uploads/buick2.zip
here is the screenie and yes those are the buggy tires....


I've included nodes for a passenger, 2weapons, 4 lights, 4 smoke particles, and 2 jets along with the standard set....there are no nodes for los yet, but who knows....and it's right hand drive...in a mid 70's buick with a custom front spoiler...( I know I didn't model it, but...it's still a cool car for something different)I'm also going to release a starter file for maya for all the nodes and basic structure so all you have to do is move them where you want, and delete those that you don't want....I figure that would have helped me out, but if I had that I wouldn't have all this nice yellow and black coloring on my forehead.... need to remember to tell my friend thanks for that "bang head here" mat he gave me for those really frustrating moments....
anyway I'm also working on several vehicles to add to a content pack, and about 150 textures for for a little pack there too.... hopefully should have most ready in the next few days
after edit--
hope you like the new texture...it's now included in the .zip
#2
tried to change permissions for that , but database didn't seem to want to accept the changes
sorry
01/09/2009 (10:37 pm)
Fixed link... it actually worked, but only for registered users of my web site....tried to change permissions for that , but database didn't seem to want to accept the changes
sorry
#3
ive heard a few ways of doing the nodes aswell, selecting mount nodes from the dts exporter utility, but also to made small cube objects and name those hub0-3.
Any chance the actual .mb file could be posted up? or sent to my email?? (r_g_thomas@hotmail.co.uk) ive been following the maya vehicle tutorial (many times, word for word) over at TDN but the resources link in that tutorial is broken.
this would really help me out if i could see if theres any difference in .mb files.
my deepest thanks for your time.
Rhys
04/03/2009 (5:42 am)
wiseman, thanks for the above information and the resources download. ive been tyring to get a maya vehicle into torque for a fortnight now. i add all the nodes, scale it correctly, and export with a config file (all this is perfectly fine) but when my programmer attaches the wheels, they dont snap to the nodes and the vehicle just settles on its chassis. ive heard a few ways of doing the nodes aswell, selecting mount nodes from the dts exporter utility, but also to made small cube objects and name those hub0-3.
Any chance the actual .mb file could be posted up? or sent to my email?? (r_g_thomas@hotmail.co.uk) ive been following the maya vehicle tutorial (many times, word for word) over at TDN but the resources link in that tutorial is broken.
this would really help me out if i could see if theres any difference in .mb files.
my deepest thanks for your time.
Rhys
Torque Owner Ronald J Nelson
Code Hammer Games