### turning wheels

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#### Re: turning wheels

subabrain
Posts: 186
Joined: Sat Aug 20, 2016 4:58 pm

Hi,

thanks a lot!
sorry for the long delay - ill post after work

Greetz
Robert

#### Re: turning wheels

subabrain
Posts: 186
Joined: Sat Aug 20, 2016 4:58 pm

Bloodknight wrote: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:

and now the datablock:

//-----------------------------------------------------------------------------// Copyright (c) 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

#### Re: turning wheels

Jason Campbell
Posts: 248
Joined: Fri Feb 13, 2015 2:51 am

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.

#### Re: turning wheels

subabrain
Posts: 186
Joined: Sat Aug 20, 2016 4:58 pm

Hi,

sorry for the long delay :/

ok now i added it - the wheels are shown but they arent turning

maybe you now some stuff for me

Thanks and Greets
Robert

#### Re: turning wheels

Jason Campbell
Posts: 248
Joined: Fri Feb 13, 2015 2:51 am

I am trying to get mine not to turn and cannot. Can you send the files to me? I think that might be the easiest. They should turn automatically.

#### Re: turning wheels

subabrain
Posts: 186
Joined: Sat Aug 20, 2016 4:58 pm

Hey,

i have to say:

thank you very much!

i get out, that it is working when there is set the brakelights (datablock/script).

hmm - i now take this

greetings
Robert

#### Re: turning wheels

Jason Campbell
Posts: 248
Joined: Fri Feb 13, 2015 2:51 am

Hey Robert, just want to clarify, you got it working? And it was tied to the brakelights?

Thanks

#### Re: turning wheels

subabrain
Posts: 186
Joined: Sat Aug 20, 2016 4:58 pm

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
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