Game Development Community

wheeled vehicles?

by wiseman2 · in Collada Test · 03/03/2009 (6:49 pm) · 3 replies

Has anybody been successful at using this to export a wheeled vehicle into the collada test?
I've tried several different ways , but am unable to get it to work .
The models just keep coming in as static meshes.... but just don't work as vehicles.
any ideas? is the collada test limited in other functionality?

I've set up the hierarchy right and I also know that I've got all the required nodes and detail markers, because when I use the xsi to dts exporter it works.

#1
03/04/2009 (3:10 pm)
Hi,

Have you had a look at the cached DTS model in TSTPro? Does it look right?

There's no limitation in the Colllada Test build that should prevent this working. Any chance you could share the model with me so I can take a look?
#2
07/24/2009 (8:06 am)
I have the same problem with Wheeled Vehicles and Collada... when I set the player to use the collada shape, the game crashes before loading the MM, thus it crashes when it exec's the .cs that contains the datablock with the collada file...

There is no doc for this... Help! :)
#3
08/02/2009 (8:20 pm)
Hi Richard,

Are you able to view the collada model in the T3D shape editor (or place it as a static mesh in a level)? If so, then the problem is likely not in loading the model, but in creating a WheeledVehicle from it.

Usually the problem is missing nodes in the model. WheeledVehicles must have a hubX node for each wheel, where X is a number from 0-8. So a four wheeled vehicle would have hub0, hub1, hub2 hub3.

The T3D Shape Editor has a 'hints' tab that tells you what nodes you need to have for a particular shape type.