Game Development Community

Loft Function? - - Collision w/ .dts?

by George Patterson · in Artist Corner · 12/19/2006 (7:42 pm) · 6 replies

Ok so I have posted a couple of threads asking how to get roads/tracks/streets into Torque. Reading over Brett's comments he mentioned that "The track is generated from a path, dynamically, and maintains its own lighting, collisions, and shadowing." Now I have been developing my tracks in 3ds max using the Loft function as .dts. Well I have got some of them to work some what. Is there a loft function in Torque, where you can tell a shape to repeat it self along a spline?

I can get my default car (a box) to race around the .dts tracks but when I try to use one of the Rally cars or the Buggy they just pass right through the .dts tracks with on regard to the collision detection. It drives me crazy.

I think I am just rambling at this point.

Any questions or comments would be appreciated.

-Georgep4

#1
12/20/2006 (8:25 am)
I am assuming you have collision boxes on your track. Remember that collision boxes MUST be convex in shape which might explain why some of them are not working.

Can you post a screenshot of your track / setup?

Fredrik S
#2
12/21/2006 (7:15 pm)
This is what I am talking about. They are kind of complex but pretty cool. I work for an amusement company we have full motion simulators and we also build go-kart track. I wanted to show the tracks off in 3D and let the big wigs give them a virtual whirl.

www.fullspeed.cc/images/tracks1.jpgwww.fullspeed.cc/images/tracks2.jpg
I can get a simple box, even the gxbase.dts (Rally Car, no wheels) to travel around them however any wheeled vehicles refuse to pick up the collision detection.

Please let me know if there is a better solution. I have tried using Deled 3d editor however it crashes any time I send a file through their Torque Editor.

Thanks
-Georgep4
#3
12/21/2006 (7:19 pm)
The blue track works with the Box car however the red does not.
#4
12/31/2006 (10:29 pm)
@ George
I am new to torque and I am working on a small racing game. Could you tell me how you are modeling the collision boxes for dts. I would like to be able to loft a tack in max for use in the small game but that will not export .map . I thought about dts but I was not sure how I would go about making the collision boxes to represent the track. Any insight here you could provide would be greatly appreciated.
#5
01/01/2007 (2:35 am)
Why would you use DTS when you could use the DIF, which does the collision automatically. The tracks as you have them arnt to complicated to make with these types of editors. I would suggest world-craft, or you can wait for constructor. Then again I have heard of a couple of plug-ins for Max that will save .Map, which converts to .DIF....send me an Email if you need further help, i can just build the track for you if you want or an example you can work with.
#6
01/01/2007 (3:43 am)
The problem I have is almost everytime I loft something It does not want to export to map. This is because I have geometry errors in It. I have the .map plugin for max. But thus far 98% of my attempts will not export properly. Also when I use the plugin and pipe max the loft is extremely poor and the loop tends to bank in the wrong directions.
I would love to use dif for the tracks its just my attempts thus far do not want to export. Cshop has no loft function. I will look into world craft and I cannot wait for Constructor!