DRIVE: Advanced Vehicles Kit
by deepscratch · 10/08/2012 (12:07 pm) · 28 comments
Hello everybody,
DRIVE:AVK is alive and active, and so is the new store.
this release features 3 versions, mixed physics and rigid vehicle classes, pure physics vehicles and pure Rigid class vehicles.
the pure physics vehicles have been tweaked for more realistic simulations,
and the pure rigid vehicles are the perfect choice for multiplayer vehicle games.
for those of you who dont know about DRIVE:AVK, heres a run down of whats in the kit:
/////////////////////////////////////////////////////////////////////////////////////
DRIVE:AVK replaces all the stock Torque vehicles with more realistic and advanced vehicles.
It also adds some new vehicle classes and types (helicopters, boats, motorcycles, legged vehicles).
for each type of vehicle there are default stock physics and bullet physics options (PhysX versions will be released in a later version release. there will NEVER be a charge for updates).
with the mixed version, both types can be used in the same level at the same time, and they interact with each other.
group photo, showing the vehicles in the kit

//////////////// OK, SO WHAT IS NEW WITH THE VEHICLES? ////////////////
wheeled Vehicles and motorcycles:
1; mouse freeLook and keyboard steering.
2; tire track decals.
3; levels of damage and destruction.
4; driver model and animations (steering, gear-shifting).
5; gearboxes, manual or automatic.
5; full working dashboards(speedometers, rev-counters, selected gear).
6; rear view mirrors.
flying Vehicles and helicopters:
1; full keyboard steering.
2; taxiing (landing and taking off).
3; pilot model and animations (canopy open/close, landing-gear up/down, ailerons, elevators, rudder, pilot joystick steering, propellors).
4; ejection seats.
5; full working heads up displays(hud's) on the models(pitch ladder, artificial horizon).
boats:
1; animated controls(steering, propellors).
legged Vehicles:
1; fully animated animals and characters (drivers).
//////////////// OK, SO WHAT IS THERE IN THE KIT? ////////////////
15 new vehicle models:
1; 6 wheeledVehicle models (monster truck, Chrysler 300, "Deuce" 6 wheeled military truck, Willy's Jeep, Opel Sportster, topFeul dragster).
2; 1 motorcycle model (Ducati 996).
3; 1 flying Vehicle model (F16).
4; 1 boat model (rubber duck inflatable).
5; 1 helicopter model (huey).
6; 3 legged vehicle models (ox cart, sedan chair, chariot).
7; 1 hoverCraft model
//////////////// OK, SO WHAT ELSE IS THERE? ////////////////
1; AI for the vehicles (ideal for a racing or flying or even boating game).
2; player AI that can mount and drive wheeled vehicles.
3; 3 player models (sports car driver, military driver, pilot)
4; 2 playable levels.
5; in the pure physics and mixed versions, a player ragdoll/puppet system, the player goes ragdoll and recovers, when injured, or thrown from an open vehicle. this is built into the player class.
6; AI DecalRoad system, uses the Decaload as a path for AI Vehicles.
7; a basic racing game start up, countDown timer, lap counter.
and the cost for this kit? $50.
the store is located here, click to go there directly.
Here are a few videos of these new vehicles in action:
MultiPlayer on bikes
flying vehicle, showing the Active HUD in action.
physics vehicles AI
motorcycle
dragster
leggedVehicle
functional dashboards
physics flyingVehicles
and there is also:
1; hoverCraft scripts and model for rigid and physics classes.
2; AI for boats, helicopters and flyingVehicles.
3; weaponry for flyingVehicles.
4; AI DecalRoad pathing.
This video shows how easy it is to set up a path for your AI Vehicles to follow
AI DecalRoad
and to finish, a few more images



and finaly: A Video of a wip level.
best viewed in hiRes, full screen
a note to existing DRIVE:AVK owners: please eMail me with a copy of your purchase order to recieve your free updates.
remember, all updates are free forever.
DRIVE:AVK is alive and active, and so is the new store.
this release features 3 versions, mixed physics and rigid vehicle classes, pure physics vehicles and pure Rigid class vehicles.
the pure physics vehicles have been tweaked for more realistic simulations,
and the pure rigid vehicles are the perfect choice for multiplayer vehicle games.
for those of you who dont know about DRIVE:AVK, heres a run down of whats in the kit:
/////////////////////////////////////////////////////////////////////////////////////
DRIVE:AVK replaces all the stock Torque vehicles with more realistic and advanced vehicles.
It also adds some new vehicle classes and types (helicopters, boats, motorcycles, legged vehicles).
for each type of vehicle there are default stock physics and bullet physics options (PhysX versions will be released in a later version release. there will NEVER be a charge for updates).
with the mixed version, both types can be used in the same level at the same time, and they interact with each other.
group photo, showing the vehicles in the kit

//////////////// OK, SO WHAT IS NEW WITH THE VEHICLES? ////////////////
wheeled Vehicles and motorcycles:
1; mouse freeLook and keyboard steering.
2; tire track decals.
3; levels of damage and destruction.
4; driver model and animations (steering, gear-shifting).
5; gearboxes, manual or automatic.
5; full working dashboards(speedometers, rev-counters, selected gear).
6; rear view mirrors.
flying Vehicles and helicopters:
1; full keyboard steering.
2; taxiing (landing and taking off).
3; pilot model and animations (canopy open/close, landing-gear up/down, ailerons, elevators, rudder, pilot joystick steering, propellors).
4; ejection seats.
5; full working heads up displays(hud's) on the models(pitch ladder, artificial horizon).
boats:
1; animated controls(steering, propellors).
legged Vehicles:
1; fully animated animals and characters (drivers).
//////////////// OK, SO WHAT IS THERE IN THE KIT? ////////////////
15 new vehicle models:
1; 6 wheeledVehicle models (monster truck, Chrysler 300, "Deuce" 6 wheeled military truck, Willy's Jeep, Opel Sportster, topFeul dragster).
2; 1 motorcycle model (Ducati 996).
3; 1 flying Vehicle model (F16).
4; 1 boat model (rubber duck inflatable).
5; 1 helicopter model (huey).
6; 3 legged vehicle models (ox cart, sedan chair, chariot).
7; 1 hoverCraft model
//////////////// OK, SO WHAT ELSE IS THERE? ////////////////
1; AI for the vehicles (ideal for a racing or flying or even boating game).
2; player AI that can mount and drive wheeled vehicles.
3; 3 player models (sports car driver, military driver, pilot)
4; 2 playable levels.
5; in the pure physics and mixed versions, a player ragdoll/puppet system, the player goes ragdoll and recovers, when injured, or thrown from an open vehicle. this is built into the player class.
6; AI DecalRoad system, uses the Decaload as a path for AI Vehicles.
7; a basic racing game start up, countDown timer, lap counter.
and the cost for this kit? $50.
the store is located here, click to go there directly.
Here are a few videos of these new vehicles in action:
MultiPlayer on bikes
flying vehicle, showing the Active HUD in action.
physics vehicles AI
motorcycle
dragster
leggedVehicle
functional dashboards
physics flyingVehicles
and there is also:
1; hoverCraft scripts and model for rigid and physics classes.
2; AI for boats, helicopters and flyingVehicles.
3; weaponry for flyingVehicles.
4; AI DecalRoad pathing.
This video shows how easy it is to set up a path for your AI Vehicles to follow
AI DecalRoad
and to finish, a few more images



and finaly: A Video of a wip level.
best viewed in hiRes, full screen
a note to existing DRIVE:AVK owners: please eMail me with a copy of your purchase order to recieve your free updates.
remember, all updates are free forever.
About the author
email me at medan121@gmail.com
#2
10/08/2012 (1:13 pm)
Great Work Deepscratch!
#3
10/08/2012 (11:35 pm)
Cool! The last video you should have played the song, "I think we're alone now..."
#4
Have sent you an e-mail (I bought DRIVE November 2011) am looking forward to seeing your updates :)
Peace,
Hewster
10/09/2012 (8:07 am)
Nice too see updates Deep :)Have sent you an e-mail (I bought DRIVE November 2011) am looking forward to seeing your updates :)
Peace,
Hewster
#6
10/09/2012 (12:48 pm)
DS is still alive i see! Nice stuff man!
#8
10/10/2012 (3:27 am)
Hey Deep. Had an issue with the non physics version looking for a physics file on compile, and another error about folders not being found within Visual studio express 2010 - sorry not much help I know, currently out of the office. I'll let you know what the errors were and see if it was user error later today.
#9
10/10/2012 (7:53 am)
Great work! Purchased! :-)
#10
be sure you are building the correct version, and using the files I sent, including the lib files.
non-physics should only have 18 projects in the solution
physics has 21.
use a virgin copy of the fps example(engine and game folders) then drop the engine and game folders ontop of them, confirm to overwrite all.
build the solution (physics or non-physics).
I have tested the build in this way repeatedly and not had any build or link errors.
NOTE: this is for vs2010 full version, for express version you will have to manually add linkers and files.
10/10/2012 (9:42 am)
hey Jules.be sure you are building the correct version, and using the files I sent, including the lib files.
non-physics should only have 18 projects in the solution
physics has 21.
use a virgin copy of the fps example(engine and game folders) then drop the engine and game folders ontop of them, confirm to overwrite all.
build the solution (physics or non-physics).
I have tested the build in this way repeatedly and not had any build or link errors.
NOTE: this is for vs2010 full version, for express version you will have to manually add linkers and files.
#11
edit: ahh that could be why - used 2010 Express.
10/10/2012 (10:34 am)
Cheers Deep I'll give it a go... I copied the build over to my full fps release, slightly modified. But will try a vanilla version :)edit: ahh that could be why - used 2010 Express.
#12
Also do I have to create a mixed physics/non-physics version myself or is there a download for it?
10/11/2012 (11:57 am)
Any advice on how to get it working with 2010 Express? I'm only getting 18 projects on the physics version. Also do I have to create a mixed physics/non-physics version myself or is there a download for it?
#13
with express, for the physics version, you will need to add 3 new projects, nxCharacter, nxuStream and bullet.
I have seen numerous threads on how to do this, a quick search of the forums should point you in the right direction.
I strongly recomend to everyone who is using express vs to purchase the full version, with Torque3D now being open source, the price you would have paid for it can now go to purchasing vs full.
DRIVE version 1.3 is the mixed version, 1.4 consists of the physics and non physics versions.
10/11/2012 (12:16 pm)
unfortunatly I have never use the express versions of vs.with express, for the physics version, you will need to add 3 new projects, nxCharacter, nxuStream and bullet.
I have seen numerous threads on how to do this, a quick search of the forums should point you in the right direction.
I strongly recomend to everyone who is using express vs to purchase the full version, with Torque3D now being open source, the price you would have paid for it can now go to purchasing vs full.
DRIVE version 1.3 is the mixed version, 1.4 consists of the physics and non physics versions.
#14
Could I please have my copy of the Drive kit please?
How do I access it? Is there a download link somewhere?
Thanks!
10/11/2012 (1:48 pm)
Mr Deepscratch! Mr Deepscratch!Could I please have my copy of the Drive kit please?
How do I access it? Is there a download link somewhere?
Thanks!
#16
10/12/2012 (7:09 am)
Got it. Thanks for that! :-)
#17
Now for the hard part - What the heck to do with all of these files.
I cannot get a build from VS2010 (guessing I need to do that first) ?
Then what ?
I did not see any install docs
Thanks
10/13/2012 (5:33 am)
Deep - got the update, thanks - that was the easy part.Now for the hard part - What the heck to do with all of these files.
I cannot get a build from VS2010 (guessing I need to do that first) ?
Then what ?
I did not see any install docs
Thanks
#18
easy install instructions:
create a new "Full" project,
copy the fps Example game folder and paste it on to the new projects game folder,
confirm to overwrite all,
now copy and paste the game folder from the DRIVE:AVK kit on to the new projects game folder,
again confirm to overwrite all,
copy the Engine folder from the DRIVE:AVK and paste it on to your Torque3D Engine folder,
confirm to overwrite all,
open up the DRIVE solution in vs2010, set it to release and build the project,
run the game,
have fun.
this works for the mixed version, the pure physics version and the non-physics version.
always remember to make backups before you begin.
10/13/2012 (7:57 am)
the install docs are in the first release.easy install instructions:
create a new "Full" project,
copy the fps Example game folder and paste it on to the new projects game folder,
confirm to overwrite all,
now copy and paste the game folder from the DRIVE:AVK kit on to the new projects game folder,
again confirm to overwrite all,
copy the Engine folder from the DRIVE:AVK and paste it on to your Torque3D Engine folder,
confirm to overwrite all,
open up the DRIVE solution in vs2010, set it to release and build the project,
run the game,
have fun.
this works for the mixed version, the pure physics version and the non-physics version.
always remember to make backups before you begin.
#19
I followed the above instructions, (working with the non-physics version)
and still cannot get a clean build:
LINK : fatal error LNK1181: cannot open input file 'PhysXCooking.lib'
(DRIVE.DLL will not build)
Guessing this would also apply to PhysXLoader.lib, both of these are in the Drive DLL.vcxproj, wondering if these are even necessary for the non-physics version ?
10/14/2012 (6:15 am)
Thanks for the refresher.I followed the above instructions, (working with the non-physics version)
and still cannot get a clean build:
LINK : fatal error LNK1181: cannot open input file 'PhysXCooking.lib'
(DRIVE.DLL will not build)
Guessing this would also apply to PhysXLoader.lib, both of these are in the Drive DLL.vcxproj, wondering if these are even necessary for the non-physics version ?
#20
10/14/2012 (7:07 am)
@James - I get the same issue on the non physics version. Not really had much time to look into it. 
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