Game Development Community

TorqueCar tutorial questions.

by Ronix · in Torque 3D Beginner · 02/13/2013 (9:32 pm) · 3 replies

Greetings. I am new to Torque 3D and SoftiMage and followed BigDaz's tutorial and was succesful in creating the Torque Car. I then wanted to use the same tutorial to create a smaller car but really created more of a simple tank type of model. I created a turret and gun using the polymesh and placed them in CarBody.

On my first attempt I used the original tutorial scale for the springs & hubs which of course were much larger than my wheels. After exporting the two files I ran Torque3D and imported the meshes and they looked just fine although I didn't get the popup window for changing the default scale to 1. So, when I imported the Scene TorqueCar it just fell through the terrain surface.

I went back and resized the springs & hubs to match the wheel size and made sure the Bounds entity enclosed the entire model. I went back to Torque3D and the same thing happened, the "tank" fell through the terrain surface. One thing I didn't do was to change the wheel suspension property in the datablocks/vehicles/TorqueCar file. It is still set to 1, if that matters.

So my first question is why is this happening.

Second question has to do with the repositioning of one of the wheels. BigDaz placed the wheel at coordinates 0,0,0. Are these coordinates (and 90* rotation) used regardless of where the model is built on the grid?

Thanks for any help.

About the author

Recent Threads


#1
02/16/2013 (12:06 pm)
Hi. The scale will be set automatically if you're updating an existing model. To override it, you can open the model in the Shape Editor with the Force DAE option ticked. This will bring up the same popup window as when you first imported it.

i45.tinypic.com/e66psp.jpg
The wheel will rotate around 0,0,0 I think. So it's best to position it there. Actually when you import the model into Torque the popup window does give you the option to Centre Model. So that would do the same thing if you build the wheel somewhere else. I think anyway, I haven't tried it.
#2
07/07/2014 (11:49 am)
I followed DAZ's tutorial also, great bit of information there, I pushed it slightly further and made a 4x6 truck, similar concept though. Anyway, even after centering the axis both from Cinema4D and Torque3D I still end up with a weird visual effect where the wheels seem to be going around the spring pivot rather than centered and rotating.
I say visual because physically the truck seems to work as if the wheels are ok,
And the camera view is backwards, I'm seeing the front of the truck! Lol

----
Edit
----

Ok I sorted out the pivot issue, it seems the old wheel was still in cache, I closed the project n cleared the cache via the batch command, restarted project and things are ok, now... A new problem

Even though my camera is still at the front looking back :D, I managed to notice that the front AND back tires are all steering, I edited cheetah.cs accordingly and I don't see why this is happening, this is the code in cheetah.cs
%obj.setWheelSteering(0, 1);
%obj.setWheelSteering(1, 1);

I even added
%obj.setWheelSteering(2, 0);
%obj.setWheelSteering(3, 0);
Just to make sure but no! :(
#3
07/10/2014 (6:43 am)
Wait you made a 6 wheeled vehicle? If so try setting the other wheels to false.