TripleView
Community Member

Posts: 32
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« on: August 04, 2011, 02:13:02 PM » |
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I have a model the exact same size as the last one I was using but when I load it as a vehicle the wheels move to the right. Even telling the engine exactly where they need to go they still don't go in the right location. They should load onto it like this:  But rather the wheels move to the left  & back  Like I said I have tried setting them to the exact location they need to be from 0,0,0 but they don't go in the right location. The plane there is nothing at first I thought the wing on the back was tossing the bounding box off and the wheels but... like 10 hours and still can't get it right.
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Dimple
Community Member

Posts: 580
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« Reply #1 on: August 04, 2011, 08:10:16 PM » |
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 1. Are you using Newton, and if so are you using the older dll(from whichever language you are using). 2. look at the code below and see if the steering in it will work for you. 1/2 in 1st post & the rest in the next...... grrrr.... Option Strict Off Option Explicit On ' Import the MTV3D65 library. Imports MTV3D65 Imports System.Collections.Generic Imports System.ComponentModel Imports System.Data Imports System.Drawing Imports System.Text Imports System.Windows.Forms Public Class frmCanvas
Public tv As TVEngine Public scene As TVScene Public input As TVInputEngine Public globals As TVGlobals Public maths As TVMathLibrary Public texturefactory As TVTextureFactory Public materialfactory As TVMaterialFactory Public camera As TVCamera Public viewport As TVViewport Public lights As TVLightEngine Public atmosphere As TVAtmosphere Public physics As TVPhysics
'Game Public bDoLoop As Boolean
'Terrain Private Land As TVLandscape Private pbLand As Integer
'Materials Private matLand As Integer Private matVehicleBody As Integer Private matWindow As Integer Private matWheels As Integer
Private m_chassis As TVMesh Private m_fl As TVMesh Private m_fr As TVMesh Private m_rl As TVMesh Private m_rr As TVMesh Private pbi_chassis As Integer Private flw As Integer Private frw As Integer Private rlw As Integer Private rrw As Integer Private car_ID As Integer Private steerAngle As Single
Private pmatTerrain As Integer Private pmatChassis As Integer
Private Sub InitSound() 'Add code here End Sub
Private Sub InitGame2DText() 'Add code here End Sub
Private Sub InitEnvironment() 'SkyBox atmosphere.SkyBox_SetTexture(globals.GetTex("SkyFront"), globals.GetTex("SkyBack"), globals.GetTex("SkyLeft"), globals.GetTex("SkyRight"), globals.GetTex("SkyTop"), globals.GetTex("SkyBottom")) atmosphere.SkyBox_Enable(True) End Sub
Private Sub InitFonts() 'Add code here End Sub
Private Sub InitShaders() 'Add code here End Sub
Private Sub Init2DText() 'Add code here End Sub
Private Sub InitLights() lights.CreateDirectionalLight(New TV_3DVECTOR(1, -1, -1), 1, 1, 1, "Sun", 1) lights.SetLightProperties(globals.GetLight("Sun"), True, True, True) lights.SetSpecularLighting(True) End Sub
Private Sub InitPhysics() physics.Initialize() physics.SetSolverModel(CONST_TV_PHYSICS_SOLVER.TV_SOLVER_EXACT) physics.SetFrictionModel(CONST_TV_PHYSICS_FRICTION.TV_FRICTION_EXACT) physics.SetGlobalGravity(New TV_3DVECTOR(0, -9.8F, 0)) End Sub
Private Sub InitObjects() '#Region "Car" 'Chassis m_chassis = scene.CreateMeshBuilder("mChassis") m_chassis.LoadTVM("Models\chassis.tvm", False, False) m_chassis.SetShadowCast(True, True) m_chassis.SetTexture(globals.GetTex("ChassisSTI"), 0) m_chassis.SetTextureEx(0, globals.GetTex("Windows"), 1) m_chassis.SetTextureEx(1, globals.GetTex("TintedWindows"), 1) m_chassis.SetTexture(globals.GetTex("UnderCarriage"), 2) m_chassis.SetMaterial(matWindow, 1) m_chassis.SetAlphaTest(True, 0, True, 1) m_chassis.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ADD, 1) m_chassis.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED) m_chassis.SetShadowCast(True, True)
'Front Left Wheel Dim scale As Single = 1.0F m_fl = scene.CreateMeshBuilder("mfl") m_fl.LoadTVM("Models\wheel_l.tvm", True, True) m_fl.SetScale(scale, scale, scale) m_fl.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED) m_fl.SetMaterial(matWheels) m_fl.SetTexture(globals.GetTex("Wheel")) m_fl.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED) m_fl.SetShadowCast(True, True)
'Front Right Wheel m_rl = scene.CreateMeshBuilder("mrl") m_rl.LoadTVM("Models\wheel_l.tvm", True, True) m_rl.SetScale(scale, scale, scale) m_rl.SetMaterial(matWheels) m_rl.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED) m_rl.SetTexture(globals.GetTex("Wheel")) m_rl.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED) m_rl.SetShadowCast(True, False) m_rl.SetShadowCast(True, True)
'Rear Left Wheel m_fr = scene.CreateMeshBuilder("mfr") m_fr.LoadTVM("Models\wheel_r.tvm", True, True) m_fr.SetScale(scale, scale, scale) m_fr.SetMaterial(matWheels) m_fr.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED) m_fr.SetTexture(globals.GetTex("Wheel")) m_fr.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED) m_fr.SetShadowCast(True, False)
'Rear Right Wheel m_rr = scene.CreateMeshBuilder("mrr") m_rr.LoadTVM("Models\wheel_r.tvm", True, True) m_rr.SetScale(scale, scale, scale) m_rr.SetMaterial(matWheels) m_rr.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED) m_rr.SetTexture(globals.GetTex("Wheel")) m_rr.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED) m_rr.SetShadowCast(True, False) m_rr.SetShadowCast(True, True)
m_chassis.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED) m_chassis.SetMaterial(matVehicleBody) m_chassis.ComputeNormals() m_chassis.ComputeBoundings() m_chassis.SetScale(scale, scale, scale) '#End Region
'Add The Physics to the chassis pbi_chassis = physics.CreateMeshBody(1500, m_chassis, CONST_TV_PHYSICSBODY_BOUNDING.TV_BODY_CONVEXHULL) '1500 physics.SetAutoFreeze(pbi_chassis, False) physics.SetBodyPosition(pbi_chassis, 0.0F, 8, 0.0F) physics.SetBodyRotation(pbi_chassis, 0.0F, 0.0F, 0.0F)
'Create The Vehicle car_ID = physics.CreateVehicle(pbi_chassis)
'Do Suspention Settings Dim susheight As Single = 0.5F 'distance from chassis to wheel 0.5f Dim susplen As Single = 1.0F ' 10 Dim susshock As Single = 40.0F 'Springiness of suspension 10 Dim susspring As Single = 300.0F 'Stiffness of suspension 400 flw = physics.AddVehicleWheelEx(car_ID, 25.0F, 0.5F * scale, 0.372F * scale, New TV_3DVECTOR(1, 0, 0), -0.8F * scale, _ -susheight * scale, 1.25F * scale, 1, 0, 0, susplen, _ susshock, susspring, m_fl) 'fl frw = physics.AddVehicleWheelEx(car_ID, 25.0F, 0.5F * scale, 0.372F * scale, New TV_3DVECTOR(1, 0, 0), 0.8F * scale, _ -susheight * scale, 1.25F * scale, 1, 0, 0, susplen, _ susshock, susspring, m_fr) 'fr rlw = physics.AddVehicleWheelEx(car_ID, 25.0F, 0.5F * scale, 0.372F * scale, New TV_3DVECTOR(1, 0, 0), -0.8F * scale, _ -susheight * scale, -1.425F * scale, 1, 0, 0, susplen, _ susshock, susspring, m_rl) 'rl rrw = physics.AddVehicleWheelEx(car_ID, 25.0F, 0.5F * scale, 0.372F * scale, New TV_3DVECTOR(1, 0, 0), 0.8F * scale, _ -susheight * scale, -1.425F * scale, 1, 0, 0, susplen, _ susshock, susspring, m_rr) 'rr 'Change the car's center of mass / make it drive better physics.SetBodyCenterOfMass(car_ID, New TV_3DVECTOR(0, -1.0F, 10.0F))
'Add wheel frictions 'Note that this code will also stop sliding on slopes Dim sideslip As Single = 0.1F Dim sideslipcoef As Single = 0.0F Dim maxlongslide As Single = 10000.0F Dim maxlongslidecoef As Single = 0.0F physics.SetVehicleWheelParameters(car_ID, flw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef) physics.SetVehicleWheelParameters(car_ID, frw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef) physics.SetVehicleWheelParameters(car_ID, rlw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef) physics.SetVehicleWheelParameters(car_ID, rrw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef) End Sub
Private Sub InitPhysicsMaterials() 'TerrainLandscape pmatTerrain = physics.CreateMaterialGroup("Terrain") physics.SetMaterialInteractionFriction(0, pmatTerrain, 0.9F, 1.0F) physics.SetMaterialInteractionSoftness(0, pmatTerrain, 1.0F) physics.SetMaterialInteractionBounciness(0, pmatTerrain, 0.1F) physics.SetBodyMaterialGroup(pbLand, pmatTerrain)
'Chassis pmatChassis = physics.CreateMaterialGroup("Chassis") physics.SetMaterialInteractionFriction(pmatChassis, pmatTerrain, 0.3F, 0.17F) physics.SetMaterialInteractionBounciness(pmatChassis, pmatTerrain, 0.1F) physics.SetMaterialInteractionSoftness(pmatChassis, pmatTerrain, 1000.0F) physics.SetBodyMaterialGroup(pbi_chassis, pmatChassis) End Sub
Private Sub InitMaterials() 'Create Materials matLand = materialfactory.CreateMaterial("land") matWindow = materialfactory.CreateMaterial("CarWindows") matVehicleBody = materialfactory.CreateMaterial("matVehicleBody") matWheels = materialfactory.CreateMaterial("matWheels")
'Land materialfactory.SetSpecular(matLand, 0.1F, 0.1F, 0.1F, 1.0F)
'Car Windows materialfactory.SetAmbient(matWindow, 1, 1, 1, 1) materialfactory.SetDiffuse(matWindow, 1, 1, 1, 1) materialfactory.SetSpecular(matWindow, 0.8F, 0.8F, 0.8F, 1) materialfactory.SetPower(matWindow, 10) materialfactory.SetOpacity(matWindow, 1.0F)
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« Last Edit: August 04, 2011, 08:20:51 PM by Dimple »
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Using VB.NET, TV3D 6.5, VISTA ~~~~~~~~~~~~~~~~~~~~~~~
"Know how to ask. There is nothing more difficult for some people, nor for others, easier."
- Baltasar Gracian
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Dimple
Community Member

Posts: 580
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« Reply #2 on: August 04, 2011, 08:13:04 PM » |
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 and now the rest.... 'Vehicle Body materialfactory.SetAmbient(matVehicleBody, 0.2F, 0.2F, 0.2F, 1) materialfactory.SetDiffuse(matVehicleBody, 0.9F, 0.9F, 0.9F, 1.0F) materialfactory.SetSpecular(matVehicleBody, 1.0F, 1.0F, 1.0F, 1) materialfactory.SetPower(matVehicleBody, 100) materialfactory.SetEmissive(matVehicleBody, 0, 0, 0.1F, 1)
'Wheels materialfactory.SetAmbient(matWheels, 0.8F, 0.8F, 0.8F, 1) materialfactory.SetDiffuse(matWheels, 0.2F, 0.2F, 0.2F, 1.0F) materialfactory.SetSpecular(matWheels, 0.2F, 0.2F, 0.2F, 1) materialfactory.SetPower(matWheels, 200) materialfactory.SetEmissive(matWheels, 0.0F, 0.0F, 0, 1) End Sub
Private Sub InitTextures() '#Region "Car" 'Create Very Small Colored Texture For Windows Dim i As Integer = texturefactory.CreateTexture(1, 1, True, "TintedWindows") texturefactory.SetPixel(i, 0, 0, Color.DarkGray.ToArgb()) 'Color.DarkGray.ToArgb() 'Vehicle texturefactory.LoadTexture("Textures\Windows.bmp", "Windows") texturefactory.LoadTexture("Textures\UnderCarriage.bmp", "UnderCarriage") texturefactory.LoadTexture("Textures\ChassisSTI.bmp", "ChassisSTI") texturefactory.LoadTexture("Textures\Wheel.bmp", "Wheel") '#End Region
'Land texturefactory.LoadTexture("Textures\grass.jpg", "Grass")
'Sky Box texturefactory.LoadTexture("Textures\skyup.jpg", "SkyTop") texturefactory.LoadTexture("Textures\skydown.jpg", "SkyBottom") texturefactory.LoadTexture("Textures\skyleft.jpg", "SkyLeft") texturefactory.LoadTexture("Textures\skyright.jpg", "SkyRight") texturefactory.LoadTexture("Textures\skyfront.jpg", "SkyFront") texturefactory.LoadTexture("Textures\skyback.jpg", "SkyBack") End Sub
Private Sub InitLandscape() Land = scene.CreateLandscape("Land")
Land.SetAffineLevel(CONST_TV_LANDSCAPE_AFFINE.TV_AFFINE_LOW) Dim twidth As Integer = (64 * 8) \ 256 Dim theight As Integer = (64 * 8) \ 256
Land.GenerateTerrain("Heightmaps\heightmap.bmp", CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_HIGH, twidth, theight, 0, 0, _ 0, True)
'Land.GenerateTerrain(@"I:\VB\Truevision3d\Projects\Space Time Map Editor\bin\Heightmaps\TestMap.jpg", CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_HIGH, twidth, theight, 0, 0, 0, true);
'I:\VB\Truevision3d\Projects\Space Time Map Editor\bin\Heightmaps\TestMap.jpg
Land.SetTexture(globals.GetTex("Grass")) Land.SetMaterial(matLand) Land.SetTextureScale(10, 10) Land.SetPosition(-((twidth * 256) \ 2), 0, -((theight * 256) \ 2))
pbLand = physics.CreateStaticTerrainBody(Land) End Sub
Private Sub GameLoop() While bDoLoop If Me.Focused Then physics.Simulate(tv.TimeElapsed() * 0.0025F) CheckInput()
tv.Clear(False)
'Render Atmosphere atmosphere.SkyBox_Render()
'Render Objets Land.Render() m_chassis.Render() m_fl.Render() m_fr.Render() m_rl.Render() m_rr.Render() 'Render Transparent Objects
scene.FinalizeShadows()
'Lastly Render 2DText or Interface DrawInterface()
tv.RenderToScreen() Else System.Threading.Thread.Sleep(100) End If
Application.DoEvents() End While End Sub
Private Sub DrawInterface()
'Add Code Here Try Catch End Try End Sub
Private Sub CheckInput() If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_ESCAPE) Then bDoLoop = False End If Dim speed As Single = 1.0F Dim mousespeed As Single = 0.1F
' Camera Movement If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_W) Then camera.MoveRelative(speed, 0, 0, True) End If If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_S) Then camera.MoveRelative(-speed, 0, 0, True) End If If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_A) Then camera.MoveRelative(0, 0, -speed, True) End If If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_D) Then camera.MoveRelative(0, 0, speed, True) End If If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_E) Then camera.MoveRelative(0, speed / 2, 0, True) End If If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_Q) Then camera.MoveRelative(0, -(speed / 2), 0, True) End If
'Accelerate and Brake Dim CarPower As Single = 3000 '3000 ' UpArrow = Forward If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_UPARROW) Then 'Accellerate 'physics.SetVehicleWheelTorque(car_ID, rlw, CarPower, -1000) 'physics.SetVehicleWheelTorque(car_ID, rrw, CarPower, -1000) physics.SetVehicleWheelTorque(car_ID, rlw, CarPower, -100) physics.SetVehicleWheelTorque(car_ID, rrw, CarPower, -100) Else ' DownArrow = Reverse If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_DOWNARROW) Then 'physics.SetVehicleWheelTorque(car_ID, rlw, -CarPower, -1000) 'physics.SetVehicleWheelTorque(car_ID, rrw, -CarPower, -1000) physics.SetVehicleWheelTorque(car_ID, rlw, -CarPower, -100) physics.SetVehicleWheelTorque(car_ID, rrw, -CarPower, -100) Else 'physics.SetVehicleWheelTorque(car_ID, flw, 0, -10000) 'physics.SetVehicleWheelTorque(car_ID, frw, 0, -10000) 'physics.SetVehicleWheelTorque(car_ID, rlw, 0, -10000) 'physics.SetVehicleWheelTorque(car_ID, rrw, 0, -10000) physics.SetVehicleWheelTorque(car_ID, flw, 0, -5000) physics.SetVehicleWheelTorque(car_ID, frw, 0, -5000) physics.SetVehicleWheelTorque(car_ID, rlw, 0, -5000) physics.SetVehicleWheelTorque(car_ID, rrw, 0, -5000) End If End If
'Steering If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_LEFTARROW) Then steerAngle -= 10 If steerAngle < -45 Then steerAngle = -45 End If
'If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_LEFTARROW) Then ' steerAngle += 10 ' If steerAngle > 45 Then ' steerAngle = 45 ' End If
physics.SetVehicleWheelSteering(car_ID, flw, steerAngle) physics.SetVehicleWheelSteering(car_ID, frw, steerAngle) Else If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_RIGHTARROW) Then steerAngle += 10 If steerAngle > 45 Then steerAngle = 45 End If
'If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_RIGHTARROW) Then ' steerAngle -= 10 ' If steerAngle < -45 Then ' steerAngle = 45 ' End If
physics.SetVehicleWheelSteering(car_ID, flw, steerAngle) physics.SetVehicleWheelSteering(car_ID, frw, steerAngle) Else steerAngle = 0
physics.SetVehicleWheelSteering(car_ID, flw, steerAngle) physics.SetVehicleWheelSteering(car_ID, frw, steerAngle) End If End If
'Car Handbrake Right or Left Control Keys If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_RIGHTCONTROL) Then 'physics.VehicleWheelHandBrake(car_ID, rlw, 1, 2000) 'physics.VehicleWheelHandBrake(car_ID, rrw, 1, 2000) physics.VehicleWheelHandBrake(car_ID, rlw, 1, 2500) physics.VehicleWheelHandBrake(car_ID, rrw, 1, 2500) End If
If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_LEFTCONTROL) Then 'physics.VehicleWheelHandBrake(car_ID, rlw, 1, 2000) 'physics.VehicleWheelHandBrake(car_ID, rrw, 1, 2000) physics.VehicleWheelHandBrake(car_ID, rlw, 1, 2500) physics.VehicleWheelHandBrake(car_ID, rrw, 1, 2500) End If
' Pressing P makes the car hop! If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_P) Then physics.VehicleReset(car_ID) physics.SetBodyRotation(pbi_chassis, 0, 0, 0) physics.SetBodyPosition(pbi_chassis, physics.GetBodyPosition(pbi_chassis).x, physics.GetBodyPosition(pbi_chassis).y + 0.2F, physics.GetBodyPosition(pbi_chassis).z) End If ' Pressing O makes the car hover in the Air!(Hmm, Start position?) If input.IsKeyPressed(CONST_TV_KEY.TV_KEY_O) Then physics.VehicleReset(car_ID) physics.SetBodyPosition(pbi_chassis, 0.0F, 5, 0.0F) physics.SetBodyRotation(pbi_chassis, 0.0F, 0.0F, 0.0F) End If
'Mouse Dim tmpMouseX As Integer = 0 Dim tmpMouseY As Integer = 0 Dim tmpMouseScrollNew As Integer = 0 Dim tmpMouseB1 As Boolean = False Dim tmpMouseB2 As Boolean = False Dim tmpMouseB3 As Boolean = False Dim tmpMouseB4 As Boolean = False
input.GetMouseState(tmpMouseX, tmpMouseY, tmpMouseB1, tmpMouseB2, tmpMouseB3, tmpMouseB4, _ tmpMouseScrollNew) camera.RotateY(tmpMouseX * (mousespeed * 2)) camera.SetLookAt(camera.GetLookAt().x, camera.GetLookAt().y - (tmpMouseY * ((mousespeed * 2) / 100)), camera.GetLookAt().z)
End Sub
Private Sub frmCanvas_FormClosing(ByVal sender As Object, ByVal e As FormClosingEventArgs) bDoLoop = False End Sub
Private Sub frmCanvas_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load lights = New TVLightEngine() globals = New TVGlobals() atmosphere = New TVAtmosphere() maths = New TVMathLibrary() materialfactory = New TVMaterialFactory() texturefactory = New TVTextureFactory() tv = New TVEngine() physics = New TVPhysics()
'Setup TV tv.SetDebugMode(True, True) tv.SetDebugFile(System.IO.Path.GetDirectoryName(Application.ExecutablePath) & "\debugfile.txt") tv.SetAntialiasing(True, CONST_TV_MULTISAMPLE_TYPE.TV_MULTISAMPLE_2_SAMPLES)
'Enter Your Beta Username And Password Here 'tv.SetBetaKey("", ""); //NO Longer Required
tv.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE) tv.Init3DWindowed(Me.Handle, True) tv.GetViewport().SetAutoResize(True) tv.DisplayFPS(True) tv.SetVSync(True)
scene = New TVScene()
input = New TVInputEngine() input.Initialize(True, True)
camera = New TVCamera() camera = scene.GetCamera() camera.SetViewFrustum(45, 1000, 0.1F) camera.SetPosition(0, 5, -20) camera.SetLookAt(0, 3, 0)
viewport = New TVViewport() viewport = tv.CreateViewport(Me.Handle, "viewport") viewport.SetCamera(camera) viewport.SetBackgroundColor(Color.Blue.ToArgb()) bDoLoop = True
InitSound()
InitMaterials()
InitTextures()
InitFonts()
InitShaders()
InitEnvironment()
InitPhysics()
InitLandscape()
InitObjects()
InitLights()
InitPhysicsMaterials()
Init2DText()
Me.Show() Me.Focus()
GameLoop()
tv = Nothing
Me.Close() End Sub End Class
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« Last Edit: August 04, 2011, 08:17:27 PM by Dimple »
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Using VB.NET, TV3D 6.5, VISTA ~~~~~~~~~~~~~~~~~~~~~~~
"Know how to ask. There is nothing more difficult for some people, nor for others, easier."
- Baltasar Gracian
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TripleView
Community Member

Posts: 32
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« Reply #3 on: August 05, 2011, 12:02:34 PM » |
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I saw that code, basically what the problem was.... was me being tired. There was a stray vert on the model sticking below the car that for whatever reason was tossing the center of the vehicle body off so the tires got started with the wrong rotations.
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TripleView
Community Member

Posts: 32
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« Reply #4 on: August 05, 2011, 01:48:04 PM » |
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Still have problems though  moving the wheels to where they need to be messes up the rest of physics on everything. Leaving them alone and the tires don't align with the wheel wells at all. Either newton is screwed totally, TV doesn't allow you to make the correct adjustments using newton or more then likely I have done something wrong.
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Dimple
Community Member

Posts: 580
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« Reply #5 on: August 05, 2011, 09:13:25 PM » |
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 Can you show(post)the code you are using for the wheel setup. To look at and compare to the listed code?
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Using VB.NET, TV3D 6.5, VISTA ~~~~~~~~~~~~~~~~~~~~~~~
"Know how to ask. There is nothing more difficult for some people, nor for others, easier."
- Baltasar Gracian
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TripleView
Community Member

Posts: 32
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« Reply #6 on: August 06, 2011, 08:28:41 AM » |
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'Left Front DevCar1.WheelID(0) = Physics.AddVehicleWheelEx(DevCar1.VehicleID, 25, 0.5 * DevCar1.sScale, 0.372 * DevCar1.sScale, TV3DVector(0.1, 0, 0), -0.8 * DevCar1.sScale, -DevCar1.sHeight * DevCar1.sScale, 1 * DevCar1.sScale, 1, 0, 0, DevCar1.sLength, DevCar1.sShock, DevCar1.sSpring, DevCar1.Wheel(2)) 'Right Front DevCar1.WheelID(1) = Physics.AddVehicleWheelEx(DevCar1.VehicleID, 25, 0.5 * DevCar1.sScale, 0.372 * DevCar1.sScale, TV3DVector(0.1, 0, 0), 0.8 * DevCar1.sScale, -DevCar1.sHeight * DevCar1.sScale, 1 * DevCar1.sScale, 1, 0, 0, DevCar1.sLength, DevCar1.sShock, DevCar1.sSpring, DevCar1.Wheel(0)) 'Left Rear DevCar1.WheelID(2) = Physics.AddVehicleWheelEx(DevCar1.VehicleID, 25, 0.5 * DevCar1.sScale, 0.372 * DevCar1.sScale, TV3DVector(0.1, 0, 0), -0.8 * DevCar1.sScale, -DevCar1.sHeight * DevCar1.sScale, -2.34 * DevCar1.sScale, 1, 0, 0, DevCar1.sLength, DevCar1.sShock, DevCar1.sSpring, DevCar1.Wheel(3)) 'Right Rear DevCar1.WheelID(3) = Physics.AddVehicleWheelEx(DevCar1.VehicleID, 25, 0.5 * DevCar1.sScale, 0.372 * DevCar1.sScale, TV3DVector(0.1, 0, 0), 0.8 * DevCar1.sScale, -DevCar1.sHeight * DevCar1.sScale, -2.34 * DevCar1.sScale, 1, 0, 0, DevCar1.sLength, DevCar1.sShock, DevCar1.sSpring, DevCar1.Wheel(1))
This is the code I am using to attach the wheels to the vehicle body. Everything looks good. The wheels are in the right spot but it sticks to the ground no matter what when you drive it does not slide at all like it should in this video http://www.youtube.com/watch?v=pykA2SO8JlA& it looks like this  Now if I just load up the car with the EXACT same code as the youtube video with just a different model the wheel line up like this:  and it drives fine but the wheels don't align right. This is a pic of the red car (the one with the selected verts & the base of the car used in the youtube video)  They match perfectly but when I load it up into TV the tires screw up. So basically if I change the local position of the wheels then the car does not drive right. The only time I get any sliding at all is when the car hits a bump. I am totally stumped. here is a link to the model http://www.zshare.net/download/93390946228c8c24/Exporting the mesh as a .x file and trying to load it gives me this in the debug file "The X parser had a problem, please check the X file structure, error -2005531760"
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« Last Edit: August 06, 2011, 09:55:59 AM by TripleView »
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Dimple
Community Member

Posts: 580
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« Reply #7 on: August 06, 2011, 08:14:56 PM » |
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 Drat, I can't download from there. I get a (This domain is blocked.). Do you have or can use a MediaFire account? http://www.mediafire.com/ I'll look at your code but it does look like it's a model problem wha happens if you size the wheel/tire to a little smaller size? just a thought.
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Using VB.NET, TV3D 6.5, VISTA ~~~~~~~~~~~~~~~~~~~~~~~
"Know how to ask. There is nothing more difficult for some people, nor for others, easier."
- Baltasar Gracian
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