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.
#81
11/13/2012 (11:46 am)
well David, Andy Gilbert purchased DRIVE, and I will be helping him set up gliders free of charge, so any code and script work for that will go into the next DRIVE update
#82
11/13/2012 (1:44 pm)
That's great, I do Love DRIVE :)
#83
11/14/2012 (2:04 am)
Hi, ok so ive purchased but unfortunatly ive got lost in how to actually get going with drive.

Could someone who has done it and knows how to get it up and running write a quic how to? The docs that come with it are for an older version and not the torque 3D version i have (MIT version).

There is no FPS exmaple packaged with it (which is what it says to use)?

Do i need any physics SDK to get it working?

I really dont understand how to impliment drive in to my projects.

I have stock torque 3D and Drive.

Thanks
Andy
#84
11/24/2012 (1:26 am)
just a quick note on some things that will be in the next release:

decalRoads as wheeledVehicle AI paths (lay out a decalRoad and it automatically becomes an AI path)
meshRoads as wheeledVehicle AI paths (lay out a meshRoad and it automatically becomes an AI path)
Rivers as waterCraft AI paths (lay out a River and it automatically becomes an AI path)
I am working on a solution for flyingVehicles paths right now...

more simulation realism.

a new vehicle, GliderVehicle.

bug fixes and performance enhancements.

stay tuned....
#85
11/24/2012 (3:10 am)
Nice one Deepscrath, the new AI path's should save a lot of time, thanks :-D
#86
11/29/2012 (10:51 pm)
Me likey
#87
12/04/2012 (5:47 pm)
Hey all, I was wondering how hard it would be to make an importer that could import the free vector data from open maps, to create roads in T3D?
#88
12/04/2012 (10:06 pm)
@Agent Deluxe, you should start a new thread with a question like that.
#89
02/16/2013 (4:48 pm)
Hey, is there an updated version of DRIVE with fixes to the inability to enter the vehicle when along side it? I remember a post about having to change every datablock or something, which I would think would have been done already? Anyway thanks in advance for the help.
#90
04/02/2013 (9:32 pm)
Cant wait to get the Oculus Rift and use it with this!
#91
04/26/2013 (3:05 pm)
@deepscratch,
Do you have any guidance on adding specific source files to the engine? I want to use this with T3D 2.0 and beyond, but I am not sure which files are needed out of the whole project. I don't want to lose improvements by blindly copying over stuff in the newer code bases.

Ideally I want to copy an object over and test it out individually. One thing that I am stuck on is how much I need to copy over to get the bullet physics updated.

I have no issues getting into the source code, but I am not sure which files are important.
#92
04/26/2013 (4:02 pm)
I concur with Demolishun, I originally bought the kit to be integrated with ecstacy motion, which probably won't happen unless problems like you mentioned are solved. Also I have tried to replace cars and change out the data block to find the new model, but it was a no go. I asked for help directly, (wanted to add custom vehicles) was told to change object names and make a new datablock for it, and of course, it didn't work, and when after days of fiddling to see if I could make it work - still nothing! I then asked for help (multiple times) sometime later, but to no avail. I told deepscratch at the beginning that I was just a game artist and not a programmer, so there was going to be no possible way of me figuring out what to do without the creator of the kit throwing me a bone. Don't get me wrong though, I think the kit is worth $50, but don't get it if you think your going to need help, which I think is almost as valuable as the kit itself.
#93
06/04/2013 (5:18 am)
Hey Deepscratch,
I am looking at Drive are there plans to update to T3D 3.0?

Thanks!
#94
06/04/2013 (6:13 am)
i highly doubt that ds is going to port drive for t3d v3 mit
however - am not sayin that noone already did ;)

either way.... @Deepscratch i would like to request
a feature

GuiCommanderMap and if its possible could you work over the CombatStarter Kit Version of the guicommandermap?

the source files of the CSK along with the source have been released
i know u are familiar with it.
www.garagegames.com/community/forums/viewthread/87171
the CSK source is located in thsi thread

i would really appreciate if you would do this
anyways thx for reading
#95
06/05/2013 (1:57 am)
@Edward,
the next DRIVE release will be compatible with Torque3D 3.0
#96
06/05/2013 (2:20 am)
Thats fantastic news, Oculus Rift Drive :-D
#97
06/05/2013 (6:25 am)
Thanks for your reply deepscratch its as good as bought then :-). Any timeline for the next release?

I just had some issues trying to register on your website.
#98
06/05/2013 (9:27 pm)
timeline for next release: end of June.

there are issues with the website, I just don't have the time to fix it.
for anyone that wants to purchase the kit, you can email me at the email address in my profile, we will work something out.
#99
06/07/2013 (5:06 pm)
Good to hear deepscratch, would love to see DRIVE integrated into T3D 3.0.
#100
06/24/2013 (8:28 pm)
@deepscratch
how is the update coming along
are there any issues?