Game Development Community

DRIVE: Advanced Vehicles Kit thread

by deepscratch · in Torque 3D Professional · 11/12/2011 (9:26 am) · 121 replies

hi all,
this thread is for those of you who may need help with the kit.
also if you want to find out more about it.
#61
04/28/2012 (1:19 pm)
you can ignore the "setPosition", youll see it disappear when you mount an aircraft.
the "getMountNodeObject" is really just spam.
same for "AmmoAmount", because there are no ammo huds.
I havent been in the heli's for ages, so thats a new one, I'll check it out.
#62
04/30/2012 (10:30 am)
okay about all the vechiles will grind game to frezze on crash when there trying to do your death animations and throw pilot from window were are all these function located so I can comment them out.

Okay useing monster truck if I comment out all the damage level stuff game doesn't crash. also going throw the vechiles starting to see your mount points arnt lining up like helicopter guns are in the back seat and abrmas is pulled apart. Also a lot of missing textures and you have some fx water effect files not in place but game looks for them like fx blood and such. I am thinking instead of having a complied game ready to go maybe drop all the fx and such and just vechile code for me to add to engine to slowly look how it all works.

Was the kit more stable in 1.1? (EDIT) NEVER MIND 1.1 WASN'T MULTI PLAYER WORKING
#63
04/30/2012 (1:48 pm)
@deepscratch,
I tried to go to your website linked in this thread and it fails bad. It is not finding any of the links and giving database errors. I tried going to main domain, but all I get is a nice webpage that won't go anywhere.

What I was trying to find out was "Does your code depend upon Physx?" If not then that is a plus for my application.
#64
05/01/2012 (2:30 am)
@Tom,
be carefull when adding anything "physics" into the world, the more physics objects in the scene, the poorer the performance, any engine will suffer under physics, vehicles especially.

remember, there are 2 active physics solutions active in the kit, at any one time. Rigid is always active(and the lightest, cpu wise), you can put true physics vehicles and Rigid vehicles in the same scene, they react with each other.

also remember that if going multi player, it is recomended to only use Rigid physics.


@Frank,
my web host had a melt down, and my store was lost, it may take some time to get the store up and running again(having a new site built).

no, it does not depend on PhysX, you dont even need Bullet physics.
you can use the Rigid class physics, though it is very basic.
in fact, physics is really only a small part of this kit.

if you are interested in getting the kit immediately, or have detailed questions, you can eMail me at: medan121 at gmail dot com

#65
05/01/2012 (10:10 am)
this is adding only 3 objects in scene were talking 1 truck and 1 player and ground. Flip it and then crash.(there are missing files a lot) also things like shooting the grenade from stock trooper acts like supper bounceing ball just going up and down at light speeds somthing isnt right here.

If you would like I could start posting videos of the stock levels you sent me and how they are acting. But I feel that they will give people the wrong idea on your kit.

Edit: I am correct Unzip and your test levels are ready to go correct got no doc with down load?
#66
05/01/2012 (10:30 am)
@deepscratch,
I also tried to go to your website by following the link but I get the following error:

Error: Could not connect to database web211-dss_srv-1


Also, when do you think you'll have the PhysX implementation ready?
#67
05/03/2012 (8:49 am)
@deepscratch

The kit sounds interesting but before buying I would like to know if creating new types of vehicles is possible/easy.

E.g. can I just specify steerable wheels, drive wheels, center of gravity etc. and DRIVE figures out the physics? Does your motorbikes simulate countersteering physics?
#68
05/03/2012 (9:29 am)
its fairly easy to add your own vehicles, there are sample max files for a few of the vehicles with all the required nodes.

the bikes do not simulate counter steering as such, but you could add it to the code.
#69
05/06/2012 (6:32 am)
@deepscratch I was wondering if you could give me just the transmission gearing code for a discount or free price. That's all I really need for my game. I would really appreciate it if I could have the gearing code for free. I'm trying to make a free game.
#70
05/06/2012 (11:07 am)
I answered your other post in this thread.
#71
06/04/2012 (6:10 am)
@deepscratch do you think you might add more sample max files? I'd like to use your ducati as a model when prototyping my sidecar bike but when I use Torque's collada export I lose all nodes etc. (I do learn a lot while adding those nodes but it's frustrating as well)
#72
09/11/2012 (8:20 am)
Hi Deepscratch. I'm wondering what your plans are for AVK going forward with the MIT licensing stuff? Will you be making a closed source blob we can use and link against? I'm contemplating purchasing the AVK, but don't want to be stuck with closed source if I can avoid it (I am working on a free game).
#73
11/04/2012 (9:35 pm)
You planning to put anyone on a wishlist for the avk kit??
#74
11/04/2012 (10:32 pm)
@LyhjeHylje: I will add some more samples, a basic motorcycle too.

@Thomas "elfprince13" Dickerson: the amount of work and amount of features in DRIVE prohibit me from making it MIT.

@Agent Deluxe: purchase the kit first, then ask about wishlists...
#75
11/05/2012 (3:10 pm)
hahaha
#76
11/05/2012 (3:19 pm)
i saw your youtube video today on paged terrain. is that based on a spherical planet like flight simulator, or is it just paging flat terrain? anyway keep up the good work. so i was planning on buying your kit, but had a couple questions, and if theyve been answered can you point me to them. 1. i wanted to have this and ecstacy motion together, would that be possible? 2. i have both the latest versions of t3d, does your pack only work with the non MIT version, and is the pack itself closed source? 3.the person you worked with to make this pack says hes been working to re-write a lot of the vehicle code and making other general improvements, are those improvements going to be updated in the pack?
#77
11/10/2012 (3:08 pm)
Does each foot of the "legged vehicles", snap to the terrain?
#78
11/12/2012 (8:24 am)
Hi im after a bit of information regarding DRIVE, Although it looks amazing im not entirely sure if it fits my requirements but a video on your youtube channel seems to fit much better.

http://www.youtube.com/watch?v=o3T8k6Kbx0U&feature=channel&list=UL

The above is the one im referring too, im wanting to develop "glider" style flight dynamics where by you can run and jump from areas.

Is this possible with DRIVE (glider style and not "jet fighter" style), otherwise do you have any code resources that could fit what im trying to do, or even upcoming products.

Many thanks
Andy
#79
11/12/2012 (10:22 am)
@Britt, no


@Andy, that was for a contract job so cannot be shared, but, I can write you a glider vehicle as it seems that is what you are after.

it is possible without the DRIVE kit.

email me, my email is in my profile.
#80
11/12/2012 (3:16 pm)
Adding Gliders to DRIVE kit would be nice, as I too will be wanting a glider type vehicle (for an escape pod) If I ever get any work done :-)