Jump to content

turning wheels


subabrain

Recommended Posts

  • 1 year later...

Hello together,


my problem isnt solved at all :/



here what ive done:


i walked through the tutorial here:




the Problem is now -i cant see the wheels anymore (from my own model).



Sorry i know this thread is old but it would be nice if yout could support me ;)


thanks a lot and stay tuned!

Robert

Link to comment
Share on other sites

my first question is does the cheeta work correctly, and if so have you compared your system to it?

 

yes the cheetah is working and i use it for parts of my own script :)


ok - but now the screenshot from the hirarchy:


hira.png


and now the datablock:

 

//-----------------------------------------------------------------------------
// Copyright © 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
 
datablock SFXProfile(cheetahEngine)
{
   preload = "1";
   description = "AudioCloseLoop3D";
   fileName = "art/sound/cheetah/cheetah_engine.ogg";
};
 
datablock SFXProfile(cheetahSqueal)
{
   preload = "1";
   description = "AudioDefault3D";
   fileName = "art/sound/cheetah/cheetah_squeal.ogg";
};
 
datablock SFXProfile(hardImpact)
{
   preload = "1";
   description = "AudioDefault3D";
   fileName = "art/sound/cheetah/hardImpact.ogg";
};
 
datablock SFXProfile(softImpact)
{
   preload = "1";
   description = "AudioDefault3D";
   fileName = "art/sound/cheetah/softImpact.ogg";
};
 
datablock SFXProfile(DirtKickup)
{
   preload = "1";
   description = "AudioDefault3D";
   fileName = "art/sound/cheetah/softImpact.ogg";
};
 
datablock ParticleData(CheetahTireParticle)
{
   textureName          = "art/particles/dustParticle";
   dragCoefficient      = "1.99902";
   gravityCoefficient   = "-0.100122";
   inheritedVelFactor   = "0.0998043";
   constantAcceleration = 0.0;
   lifetimeMS           = 1000;
   lifetimeVarianceMS   = 400;
   colors[0]            = "0.456693 0.354331 0.259843 1";
   colors[1]            = "0.456693 0.456693 0.354331 0";
   sizes[0]             = "0.997986";
   sizes[1]             = "3.99805";
   sizes[2]             = "1.0";
   sizes[3]             = "1.0";
   times[0]             = "0.0";
   times[1]             = "1";
   times[2]             = "1";
   times[3]             = "1";
};
 
datablock ParticleEmitterData(CheetahTireEmitter)
{
   ejectionPeriodMS = 20;
   periodVarianceMS = 10;
   ejectionVelocity = "14.57";
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "CheetahTireParticle";
   blendStyle = "ADDITIVE";
};
 
//-----------------------------------------------------------------------------
// Information extacted from the shape.
//
// Wheel Sequences
//    spring#        Wheel spring motion: time 0 = wheel fully extended,
//                   the hub must be displaced, but not directly animated
//                   as it will be rotated in code.
// Other Sequences
//    steering       Wheel steering: time 0 = full right, 0.5 = center
//    breakLight     Break light, time 0 = off, 1 = breaking
//
// Wheel Nodes
//    hub#           Wheel hub, the hub must be in it's upper position
//                   from which the springs are mounted.
//
// The steering and animation sequences are optional.
// The center of the shape acts as the center of mass for the car.
 
//-----------------------------------------------------------------------------
datablock WheeledVehicleTire(TorqueCarTire)
{
   // Tires act as springs and generate lateral and longitudinal
   // forces to move the vehicle. These distortion/spring forces
   // are what convert wheel angular velocity into forces that
   // act on the rigid body.
   shapeFile = "art/shapes/TorqueCar/rad_vorne.dae";
   staticFriction = 4.2;
   kineticFriction = "1";
 
   // Spring that generates lateral tire forces
   lateralForce = 18000;
   lateralDamping = 6000;
   lateralRelaxation = 1;
 
   // Spring that generates longitudinal tire forces
   longitudinalForce = 18000;
   longitudinalDamping = 4000;
   longitudinalRelaxation = 1;
   radius = "0.609998";
};
 
datablock WheeledVehicleTire(TorqueCarTireRear)
{
   // Tires act as springs and generate lateral and longitudinal
   // forces to move the vehicle. These distortion/spring forces
   // are what convert wheel angular velocity into forces that
   // act on the rigid body.
   shapeFile = "art/shapes/TorqueCar/rad_hinten.dae";
   staticFriction = "7.2";
   kineticFriction = "1";
 
   // Spring that generates lateral tire forces
   lateralForce = "19000";
   lateralDamping = 6000;
   lateralRelaxation = 1;
 
   // Spring that generates longitudinal tire forces
   longitudinalForce = 18000;
   longitudinalDamping = 4000;
   longitudinalRelaxation = 1;
   radius = "0.840293";
};
 
datablock WheeledVehicleSpring(TorqueCarSpring)
{
   // Wheel suspension properties
   length = 0.1;             // Suspension travel
   force = 2800;              // Spring force
   damping = 3600;             // Spring damping
   antiSwayForce = 3;         // Lateral anti-sway force
};
 
datablock WheeledVehicleData(TorqueCar)
{
   category = "Vehicles";
   shapeFile = "art/shapes/TorqueCar/TorqueCar.dae";
   emap = 1;
 
   mountPose[0] = sitting;
   numMountPoints = 1;
 
   useEyePoint = false;  // Use the vehicle's camera node rather than the player's
 
   maxSteeringAngle = 0.585;  // Maximum steering angle, should match animation
 
   // 3rd person camera settings
   cameraRoll = false;        // Roll the camera with the vehicle
   cameraMaxDist = 7.8;       // Far distance from vehicle
   cameraOffset = 1.0;        // Vertical offset from camera mount point
   cameraLag = "0.3";           // Velocity lag of camera
   cameraDecay = 1.25;        // Decay per sec. rate of velocity lag
 
   // Rigid Body
   mass = "400";
   massCenter = "0 0.5 0";    // Center of mass for rigid body
   massBox = "0 0 0";         // Size of box used for moment of inertia,
                              // if zero it defaults to object bounding box
   drag = 0.6;                // Drag coefficient
   bodyFriction = 0.6;
   bodyRestitution = 0.4;
   minImpactSpeed = 5;        // Impacts over this invoke the script callback
   softImpactSpeed = 5;       // Play SoftImpact Sound
   hardImpactSpeed = 15;      // Play HardImpact Sound
   integration = 8;           // Physics integration: TickSec/Rate
   collisionTol = "0.1";        // Collision distance tolerance
   contactTol = "0.4";          // Contact velocity tolerance
 
   // Engine
   engineTorque = 4300;       // Engine power
   engineBrake = "5000";         // Braking when throttle is 0
   brakeTorque = "10000";        // When brakes are applied
   maxWheelSpeed = 50;        // Engine scale by current speed / max speed
 
   // Energy
   maxEnergy = 100;
   jetForce = 3000;
   minJetEnergy = 30;
   jetEnergyDrain = 2;
 
   // Sounds
   engineSound = cheetahEngine;
   //squealSound = cheetahSqueal;
   softImpactSound = softImpact;
   hardImpactSound = hardImpact;
 
   // Dynamic fields accessed via script
   nameTag = 'TorqueCar';
   maxDismountSpeed = 10;
   maxMountSpeed = 5;
   mountPose0 = "sitting";
   tireEmitter = "CheetahTireEmitter";
   dustEmitter = "CheetahTireEmitter";
   dustHeight = "1";
 
};

 

would be nice if you could help :)


thanks a lot!

Robert

Link to comment
Share on other sites

Hey, sorry I forgot about this thread. There is a third file you need, to set up your vehicle and wheels. Like the cheetah.cs file in game/scripts/server. The tires are attached during onAdd. If you don't not have one, write it up and set it to be executed in scriptExec.cs.


I skipped the spring animation because it seems to be right in the Engine.

Link to comment
Share on other sites

Hey Jason,


sorry - i couldnt write earlier ...


yes it seems to be the brakelight, like it exists for the cheetah - and with it in the datablocks and in the script the wheels are turning :)


but i think its not really well :/


maybe you know some way to get rid of this :)



thanks and greets!

Robert

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...