Flying Vehicles?
by Edward Smith · in General Discussion · 09/23/2002 (2:10 am) · 18 replies
I've been having alot of problems with putting Flying Vehicles in to my project... What is the best place to start? there is a tutoral about it I know but it wasn't very useful and seemed hard to use...
also what is with the sticking of the flying vehicles?
also what is with the sticking of the flying vehicles?
About the author
Currently working on a WW2 FPS game.
#2
Oh btw a problem I'm having is I can't mount, or place it in though the editor... it has the flying vehicle but it doesn't work?
09/24/2002 (3:11 am)
I'm using some which I found on this site... I believe they are from T2. Can you direct me to some which will work?Oh btw a problem I'm having is I can't mount, or place it in though the editor... it has the flying vehicle but it doesn't work?
#4
It would either not load and crash the game, load and as soon as it was moved (from either the editor or on its own) they would spin into the ground or up into the air and torque would crash.
On the off chance something worked right and I was able to add and mount the ship with out a crash, it would stick to anything it collided with.
I'm also getting the warning:
"collision detail 0 (Collision-4) bounds exceed that of shape." when I try to create my own ships (and now also with the buggy.dts that I've exported from max but didn't change a thing, just opend and exported).
The only good side I see is, after the 6+ days its been trying to get flying vehicles in, I've been able to add wheeled vehicles in only an hour or so. :P
So, if anyone would be so kind as to give my some help with flying vehicles, I would very much apperciate it.
(I want to make a space racing game, so I really need flying vehicles.)
-- Adrian St. Onge
09/24/2002 (6:04 am)
Hard to use is right, I couldn't get them to work properly.It would either not load and crash the game, load and as soon as it was moved (from either the editor or on its own) they would spin into the ground or up into the air and torque would crash.
On the off chance something worked right and I was able to add and mount the ship with out a crash, it would stick to anything it collided with.
I'm also getting the warning:
"collision detail 0 (Collision-4) bounds exceed that of shape." when I try to create my own ships (and now also with the buggy.dts that I've exported from max but didn't change a thing, just opend and exported).
The only good side I see is, after the 6+ days its been trying to get flying vehicles in, I've been able to add wheeled vehicles in only an hour or so. :P
So, if anyone would be so kind as to give my some help with flying vehicles, I would very much apperciate it.
(I want to make a space racing game, so I really need flying vehicles.)
-- Adrian St. Onge
#5
and should stress how the changes to the wheeled vehicle code made it so the old scripts do not work for the flying vehicles ..
and you need to rehone the force values and such
as well I believe that the mass node is very important with placement as to be in the center.
adjust the collision hull on the vehicle that complains ..
this is not critical tho.
as for the mounting and flying and usability of the vehicle the tutorial is fine.
youll need to adjust the script and most likely the center mass node as well.
as for the sticking to objects ..
call that your collision hull intersecting other objects causing them to be intertwined. again most likely due to the forces and stuff or the collision hull
09/24/2002 (6:35 am)
hmm ok well .. indeed it is a little out of date ..and should stress how the changes to the wheeled vehicle code made it so the old scripts do not work for the flying vehicles ..
and you need to rehone the force values and such
as well I believe that the mass node is very important with placement as to be in the center.
adjust the collision hull on the vehicle that complains ..
this is not critical tho.
as for the mounting and flying and usability of the vehicle the tutorial is fine.
youll need to adjust the script and most likely the center mass node as well.
as for the sticking to objects ..
call that your collision hull intersecting other objects causing them to be intertwined. again most likely due to the forces and stuff or the collision hull
#6
09/24/2002 (7:52 am)
The sticking to the terrain is due to an engine problem, this is one of the things they will have fixed soon.
#7
09/24/2002 (9:06 am)
Thats odd.. is it a problem just for hover and flying vehicles?
#8
I don't want to offend you because I think you are great. But I also find your tutorials difficult to read and I have difficulty achieving the same result as you the first time through them. Again... I hate complaining about someone's obviously hard work so please don't take this the wrong way.
So... I am more than willing to work with you and reformat tutorials into something that might be more easily understood.
I'm a night owl and I'm usually up when you are I think even though you're in Germany and I'm in Boston so if you want to start a voice conference and walk me through one of these tutorials then I can write it up all professional like and give it back to you for proofreading before you publish them.
My windows messenger handle and email address is robertbrower@attbi.com. When you are ready, IM me. I'd love to make a new friend, learn what you know, and help you document your procedures in a consistent way.
Thanks Badguy and keep up the great work.
Robert
09/24/2002 (5:49 pm)
Badguy,I don't want to offend you because I think you are great. But I also find your tutorials difficult to read and I have difficulty achieving the same result as you the first time through them. Again... I hate complaining about someone's obviously hard work so please don't take this the wrong way.
So... I am more than willing to work with you and reformat tutorials into something that might be more easily understood.
I'm a night owl and I'm usually up when you are I think even though you're in Germany and I'm in Boston so if you want to start a voice conference and walk me through one of these tutorials then I can write it up all professional like and give it back to you for proofreading before you publish them.
My windows messenger handle and email address is robertbrower@attbi.com. When you are ready, IM me. I'd love to make a new friend, learn what you know, and help you document your procedures in a consistent way.
Thanks Badguy and keep up the great work.
Robert
#9
But yes a refined version of your tuts would be great...
Has anyone else got anything for flying vehicles, which will work?
09/24/2002 (9:54 pm)
Badguy, I didn't mean to sound rude or anything... But it just seemed hard to follow... I will have to try again.But yes a refined version of your tuts would be great...
Has anyone else got anything for flying vehicles, which will work?
#10
I'm using the latest head, and traced the "crash" to sim/sceneObject.cc at line 593. Sometimes however, the assertion for "Bad world box!" seems to pass despite the game crashing - mostly when you try to move a flyer with the editor.
Yes, it starts to spin uncontrollably, and eventually the game hangs. I guess that's got something to do with the collision code. This however goes way above my head.
Does *anyone* have something new about this problem? Tim maybe? ;)
*sigh*... The wheeled vehicles are really cool, but we need a deathglider for "Stargate". And I guess a dozen other projects depend on flying vehicles too. Any fix (or hack) would be greatly appreciated.
11/30/2002 (9:18 am)
Ok, so now I'm on that problem too :/I'm using the latest head, and traced the "crash" to sim/sceneObject.cc at line 593. Sometimes however, the assertion for "Bad world box!" seems to pass despite the game crashing - mostly when you try to move a flyer with the editor.
Yes, it starts to spin uncontrollably, and eventually the game hangs. I guess that's got something to do with the collision code. This however goes way above my head.
Does *anyone* have something new about this problem? Tim maybe? ;)
*sigh*... The wheeled vehicles are really cool, but we need a deathglider for "Stargate". And I guess a dozen other projects depend on flying vehicles too. Any fix (or hack) would be greatly appreciated.
#11
I cant think of the name of it and Im away from my computer, however I think the default T2 setting for this was like 720 but in Torque it needs to be reduced to like 10. Its the setting that has a comment saying something about the "drift or correction" of the vehicles at low speeds. Lower that number and you will get great responce and no crashes.
12/02/2002 (7:32 am)
There is a var within the flyers datablock that causes major problems, kinda like the hover "mass" variable.I cant think of the name of it and Im away from my computer, however I think the default T2 setting for this was like 720 but in Torque it needs to be reduced to like 10. Its the setting that has a comment saying something about the "drift or correction" of the vehicles at low speeds. Lower that number and you will get great responce and no crashes.
#12
12/02/2002 (7:51 am)
Hey, thanks for the pointer! I'll try it when I get home and post the results.
#13
I changed rotationalDrag to 10 and my deathglider no longer tumbles around like that! Many thanks for your help.
12/02/2002 (10:59 am)
You know what? You were right!I changed rotationalDrag to 10 and my deathglider no longer tumbles around like that! Many thanks for your help.
#14
12/02/2002 (11:13 am)
Our team would still like to know how to add Wheeled Vehicles. ... The wheels are missing a function to mount them or something??
#15
Trevor, the "Racing" mod adds the wheels in the onAdd function, take a look there for the solution. "Car.cs"
I have add vars to make the front and back wheels different making the back ones have less friction resulting in spin outs and getting sideways in corners. Its mucho fun!
Sam aka -Liquid-
T2 Mod "True-Havoc"
12/02/2002 (3:57 pm)
NP Josef. =)Trevor, the "Racing" mod adds the wheels in the onAdd function, take a look there for the solution. "Car.cs"
I have add vars to make the front and back wheels different making the back ones have less friction resulting in spin outs and getting sideways in corners. Its mucho fun!
Sam aka -Liquid-
T2 Mod "True-Havoc"
#16
12/03/2002 (3:10 pm)
racing mod? wheres that?
#17
12/04/2002 (9:06 am)
If its not in the same folder as fps (torque/example/racing) then you need to update it from CVS and make sure you check the get missing files/folders option.
#18
12/06/2002 (4:01 pm)
Hey Sam can you contact me. I need to talk with you.
Associate Anthony Rosenbaum