Vehicle doesn't touch ground
by Stephen · in Artist Corner · 05/13/2009 (11:03 pm) · 13 replies
I have modified the Hummer pack from Game Extract and the vehicle won't touch the ground. The size of the hummer from the pack was to big so I had to scale the hummer down to fit my player model. Then I also scaled the tires to match the hummer. I have also changed the script to match the tires, spring, etc..
So when the new vehicle is in the game it moves and acts great with the script but the vehicle doesn't touch the ground. Here's a screenshot of what it looks like.
tek0.net/torque/tire.jpg
So I searched the forums and from what I gathered it's something with the model. I'm not sure if it's the bound box or the col-1 box or maybe the pivot points (which are aligned in the center of object). Here's a screenshot of the model in max.
tek0.net/torque/max.jpg
So when the new vehicle is in the game it moves and acts great with the script but the vehicle doesn't touch the ground. Here's a screenshot of what it looks like.
tek0.net/torque/tire.jpg
So I searched the forums and from what I gathered it's something with the model. I'm not sure if it's the bound box or the col-1 box or maybe the pivot points (which are aligned in the center of object). Here's a screenshot of the model in max.
tek0.net/torque/max.jpg
#2
05/14/2009 (8:46 am)
I'll try doing that. I also noticed that when I place the hummer in game (in the editor) and have it selected the "box" around it is much bigger then what the bounds box is in max.
#3
05/14/2009 (9:04 am)
Okay, now I fixed that box from being so big. It now matches the hummers size now. But the hummer is still hovering the ground. If only I could open the buggy max file to have something to compare with.
#4
Is there something in the code that I can change?
05/14/2009 (10:07 am)
I have done everything that I can think of changed all the pivot points, etc..) to try to get the vehicle to touch the ground. The only thing I can think of is that the vehicle scale is to small for the code (not script). I have been changed the spring and vehicle datablock around and still got nothing. Now I haven't touched the tire datablock. It's still the same from the default car script.Is there something in the code that I can change?
#7
05/14/2009 (11:00 am)
Well, I'm stumped
#8
05/14/2009 (11:07 am)
Same here. I have moved all the pivot points to 0 0 0 (bounds, col-1, and hummer mesh). I have also redid the Schematic View, which that was first causing the bounds box to be so big in game. Now could the problem but with having the "Collapse Transforms" unchecked? I have to uncheck it because the wheels won't spawn on the hubs. I get the "vehicle has XXXXXXX hubs" error in the console. Now when I export the hummer with collapse checked and spawn it in game. The hummer falls on the ground where the collsion box is.
#9
05/14/2009 (11:20 am)
I would leave it "unchecked". Something that I usually do to narrow the problem down is swap bodies and/or tires. For Example, I might load up the buggy and mount my tires to it. Or load up my vehicle and mount the buggy tires to it.
#10
05/14/2009 (12:09 pm)
If the vehicle behaves and drives fine apart from the floating it's probably more to do with the collision/bounds of the wheels as they're the contact point for the ground. If it were the chassis collision lifting it up the vehicle would be grounded and not drivable, same as if you set the suspension too weak and the chassis ends up dragging on the terrain.
#11
The only thing that is left is to change something in the actual code. The only fix that I know what to do besides changing the code is scale the vehicle to a much larger scale. But the scale shouldn't matter.
05/14/2009 (6:06 pm)
This is driving my nuts! >:( I have tried everything with the model of the vehicle and tire and I still get the hover of the vehicle.The only thing that is left is to change something in the actual code. The only fix that I know what to do besides changing the code is scale the vehicle to a much larger scale. But the scale shouldn't matter.
#12
05/14/2009 (6:40 pm)
Couldn't you just take the "stock" Hummer and scale it via script?
#13
EDIT:
I have totally restarted from the hummer pack and imported the new mesh and changed things around and so far everything is working. I also noticed that when I imported the new mesh, it was very very small. So I'm hoping that was the problem. So we'll see. :S
EDIT 2:
I have finally figured out why I'm getting the floating problem. It was never really my vehicle model but the problem was the tires. When I scaled the tire down, it wasn't scaling the bound box of the tire. So I started a new tire with the old tire mesh and recreate all the nodes and bound box. And no more floating.
05/14/2009 (6:54 pm)
Scaling in the script does work but it matching the player with the scale. I don't need the scale of the player.EDIT:
I have totally restarted from the hummer pack and imported the new mesh and changed things around and so far everything is working. I also noticed that when I imported the new mesh, it was very very small. So I'm hoping that was the problem. So we'll see. :S
EDIT 2:
I have finally figured out why I'm getting the floating problem. It was never really my vehicle model but the problem was the tires. When I scaled the tire down, it wasn't scaling the bound box of the tire. So I started a new tire with the old tire mesh and recreate all the nodes and bound box. And no more floating.
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