A bucket of questions.
by Luke Jones · in Torque Game Engine Advanced · 01/13/2010 (9:25 pm) · 12 replies
Hey there guys! Back after well over 4 years, maybe more.
Much has changed since the last time I played with Quark and pathed interiors..
First question is about polysoup collision.
I guess i know the basics of it, but is it possible in tgea these days?
Spefically for vehicles and statics. Have tried searching for info, but really not sure where to begin.
Next is vehicle physics.
Is the old tge style vehicle physics still there?
If so, how good is it now?
What physics engines have been implemented so far? (resource wise or other)
And how complex can the stock tge physics be made, in regards to vehicle handling, engines, transmissions, spring/damper/rates, damage and so on?
I am aware of a few blokes here doing some very interesting work, but it seems fragmented labour.
Thanks Deepscratch and Ron! For the joint work you two have accomplished thus far.
Can you tell me if there is a basic "Bullet" implementation already in the codebase, and if so, is what you two are doing, an expansion of it?
Hard to get a concrete status on it.
Now, GMK by Yuri. Awesome toolset mate, will be purchasing asap.
But, what is the state of the physics pack you have implemented?
How complex can we go? (that softbody ball was cool bananas!)
Speaking of softbody ball thing, I haven't been able to push it through the door in the demo. Possible?
Can the player collide with it at all? (The cloth too?)
Also, last question (maybe)..
Can someone point me to a good resource/tutorial, on how to set up vehicles in torque?
More specificaly, setting up for export.
I have so far got my stockcar imported to torque, looks nice, except the axis seem a bit screwed up, it always is placed with the nose pointing towards the ground.
Even with the model rotated in max to what the tgea docs say (Ie, facing forward on the Y axis.
Initial tests are just as a static.
One more thing, a tutorial or info on doing the wheel, suspension and steering animations would be very helpful.
Keep rocking on guys!
P.s: Silly me, missed the polysoup button. When did that happen? Anybody got more info?



Much has changed since the last time I played with Quark and pathed interiors..
First question is about polysoup collision.
I guess i know the basics of it, but is it possible in tgea these days?
Spefically for vehicles and statics. Have tried searching for info, but really not sure where to begin.
Next is vehicle physics.
Is the old tge style vehicle physics still there?
If so, how good is it now?
What physics engines have been implemented so far? (resource wise or other)
And how complex can the stock tge physics be made, in regards to vehicle handling, engines, transmissions, spring/damper/rates, damage and so on?
I am aware of a few blokes here doing some very interesting work, but it seems fragmented labour.
Thanks Deepscratch and Ron! For the joint work you two have accomplished thus far.
Can you tell me if there is a basic "Bullet" implementation already in the codebase, and if so, is what you two are doing, an expansion of it?
Hard to get a concrete status on it.
Now, GMK by Yuri. Awesome toolset mate, will be purchasing asap.
But, what is the state of the physics pack you have implemented?
How complex can we go? (that softbody ball was cool bananas!)
Speaking of softbody ball thing, I haven't been able to push it through the door in the demo. Possible?
Can the player collide with it at all? (The cloth too?)
Also, last question (maybe)..
Can someone point me to a good resource/tutorial, on how to set up vehicles in torque?
More specificaly, setting up for export.
I have so far got my stockcar imported to torque, looks nice, except the axis seem a bit screwed up, it always is placed with the nose pointing towards the ground.
Even with the model rotated in max to what the tgea docs say (Ie, facing forward on the Y axis.
Initial tests are just as a static.
One more thing, a tutorial or info on doing the wheel, suspension and steering animations would be very helpful.
Keep rocking on guys!
P.s: Silly me, missed the polysoup button. When did that happen? Anybody got more info?



About the author
Core developer using Rust lang at Sphere Identity.
#2
Can you recomend any half decent tutorials on material mapping and texturing?
I'm slowly getting there myself but, damn, programmer art!

Still having a little trouble trying to actually make this a drivable vehicle too. Oh well, keep on digesting the documentation.
01/14/2010 (9:13 pm)
Thanks, that clears up a few things.Can you recomend any half decent tutorials on material mapping and texturing?
I'm slowly getting there myself but, damn, programmer art!

Still having a little trouble trying to actually make this a drivable vehicle too. Oh well, keep on digesting the documentation.
#3
As for material mapping, just do a search of the forum here and there are numerous posts talking about it.
01/14/2010 (9:33 pm)
Here's a good thread on vehicle setupAs for material mapping, just do a search of the forum here and there are numerous posts talking about it.
#4
Thanks for the pointers and help bud, It's all coming back slowly but surely.
Now I have to work out why it crashes the game as a vehicle but not as a static. Hmmm...
edit:
Wasn't exporting the wheel nodes, *and* I hadn't named my detail levels correctly.
More pics, coz everyone likes pics.



My last leetle problem is the steering. Jerky self centering stuff.
And the wheels being offset in a weird way, even though they are alighned nicely in the 3d editor.
01/15/2010 (12:31 am)
Marvelous!Thanks for the pointers and help bud, It's all coming back slowly but surely.
Now I have to work out why it crashes the game as a vehicle but not as a static. Hmmm...
edit:
Wasn't exporting the wheel nodes, *and* I hadn't named my detail levels correctly.
More pics, coz everyone likes pics.



My last leetle problem is the steering. Jerky self centering stuff.
And the wheels being offset in a weird way, even though they are alighned nicely in the 3d editor.
#5
As for the crashing, do you have a convex collision mesh attached? (I think convex is the proper term) (think not too many points)
I read your blog as well. Nice work there. I used to hate hauling things that large. Now I dont have to worry about it. :-)
01/15/2010 (8:55 pm)
I've never successfully built a car that actually worked in torque. )been trying since tge 1.4 released)As for the crashing, do you have a convex collision mesh attached? (I think convex is the proper term) (think not too many points)
I read your blog as well. Nice work there. I used to hate hauling things that large. Now I dont have to worry about it. :-)
#6
Really? Okay I'll see if I can write something nice and easy as a resource to try and clear up some things that really aren't very clear at all.
It's quite simple, once you know what you are doing that is. Like everything...
I've got suspension, steering, mounting and collisions all sorted.
Now if I could work out why one wheel is always offset...
Do you happen to know where that old Render GUI to texture resource is?
(It's for Doom3 like gui interactions on any gui rendered to a texture on a shape/object)
01/16/2010 (2:36 am)
Hehe, thanks mate.Really? Okay I'll see if I can write something nice and easy as a resource to try and clear up some things that really aren't very clear at all.
It's quite simple, once you know what you are doing that is. Like everything...
I've got suspension, steering, mounting and collisions all sorted.
Now if I could work out why one wheel is always offset...
Do you happen to know where that old Render GUI to texture resource is?
(It's for Doom3 like gui interactions on any gui rendered to a texture on a shape/object)
#7
That, if memory recallsm would be Ben Garneys Commander map?
Or if you search mini map there are a few others.
01/16/2010 (9:37 am)
Quote:It's quite simple, once you know what you are doing that is. Like everything...True. I always have the same problem you are having right now. (tis why I can't help you fix it) and...well.....my tires...sorta....umm....look like balloons that swallow the car.
That, if memory recallsm would be Ben Garneys Commander map?
Or if you search mini map there are a few others.
#8
Render gui to texture maybe? Gui to object texture?
Umm okay, have you scaled the wheels properly?
I did a quick *hack* job on mine, I used the buggy, deleted the buggy body mesh and imported my own in as a replacement, moved the hub nodes to the correct place in the wheel arches (after scaling my body/chassis to suit the wheel size).
When you unhide everything you see the standard buggy wheels.
The buggys max file is also a good way to examine how it is all set up.
I will write a bit more later, even take some screenies to show you how I've set things up and what parts of what datablock affect what.
I might also try and set up my tgea example (directory structure, scripts, art and such) to be more like that of T3d which is by far a lot more intuitive.
Grab the T3d demo and check out what they've done. It's much better!
01/16/2010 (6:38 pm)
DOn't think it was that. I remember the code and other people helping with it in the tgea forums. Trying to search it, knew I should have saved it all when I saw it.Render gui to texture maybe? Gui to object texture?
Umm okay, have you scaled the wheels properly?
I did a quick *hack* job on mine, I used the buggy, deleted the buggy body mesh and imported my own in as a replacement, moved the hub nodes to the correct place in the wheel arches (after scaling my body/chassis to suit the wheel size).
When you unhide everything you see the standard buggy wheels.
The buggys max file is also a good way to examine how it is all set up.
I will write a bit more later, even take some screenies to show you how I've set things up and what parts of what datablock affect what.
I might also try and set up my tgea example (directory structure, scripts, art and such) to be more like that of T3d which is by far a lot more intuitive.
Grab the T3d demo and check out what they've done. It's much better!
#9
I think thats it. Or close to.
01/16/2010 (6:46 pm)
www.torquepowered.com/community/forums/viewthread/29713I think thats it. Or close to.
#10
01/16/2010 (6:49 pm)
There's a mini map resource, and also a gui render object resource. (one of those may be what you are looking for.)Quote:Umm okay, have you scaled the wheels properly?Yup. I was attempting to turn the gg buggy into a monster truck. Tires were larger, but not too large.
Quote:I might also try and set up my tgea example (directory structure, scripts, art and such) to be more like that of T3d which is by far a lot more intuitiveWe think in opposites. I prefer tge/tgea's structure better. T3d is just too awesome to worry about the small things tho.
#11
www.torquepowered.com/community/resources/view/10899
Trying to remember what was done by who and whats in the code now.
Hmm, so I guess that You've scaled the wheels up, but haven't moved the hub nodes to suit?
Remember theres a suspension travel length in script too (under the wheel datablock? not sure, can't remember off top of my head).
01/16/2010 (7:05 pm)
Still digging.www.torquepowered.com/community/resources/view/10899
Trying to remember what was done by who and whats in the code now.
Hmm, so I guess that You've scaled the wheels up, but haven't moved the hub nodes to suit?
Remember theres a suspension travel length in script too (under the wheel datablock? not sure, can't remember off top of my head).
#12
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7903
This should get your going in the right direction.
This wouldn't happen to be what you are looking for? (just a shot in the dark)
As for the wheels, I was messing around with it. It was kinda funny watching my car rolling around inside a ball of tires tho. :-D
Most likely, I wasn't exporting my nodes correctly. Someday, I may get back to it. It's never been a priority. I was just bored one day and thought...what the heck...let's see if I can do this.
01/16/2010 (11:24 pm)
Quote:And how complex can the stock tge physics be made, in regards to vehicle handling, engines, transmissions, spring/damper/rates, damage and so on?To add to my answer to this one...(sorry, took me a while to remember...darn old age....
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7903
This should get your going in the right direction.
This wouldn't happen to be what you are looking for? (just a shot in the dark)
As for the wheels, I was messing around with it. It was kinda funny watching my car rolling around inside a ball of tires tho. :-D
Most likely, I wasn't exporting my nodes correctly. Someday, I may get back to it. It's never been a priority. I was just bored one day and thought...what the heck...let's see if I can do this.
Torque Owner Mike Rowley
Mike Rowley
Statics only.
Yes and unchanged.
PhysX I think is the only one, but it doesn't work in multiplayer.
That totally depends on your programming ability.
At least you found it. Someone had to tell me it was there.