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subabrain

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  1. 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 © 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
  2. Hi, thanks a lot! sorry for the long delay - ill post after work :) Greetz Robert
  3. 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
  4. hey, thanks a lot it works :D greets! Robert
  5. hello at mealtime :) ok ... i have a little Problem again (it should be the last for now :P) okay ... i made the mowing effect from my own tutorial http://blog.beran-solutions.de/2017/10/04/mow-a-meadow-with-torque-3d/ :) now i try to remote control the vehicle - like the content of this thread: http://forums.torque3d.org/viewtopic.php?f=12&t=955&p=8182&hilit=remote#p8182 it works as normal mode (without remote controlled). But if i activate the remote-control function it will crash :/ Would be nice for help :) Thanks and Greetz! Robert
  6. hi, ah ok i see - ill try it after work :) thank you very much! Greetings Robert
  7. hi, sorry - it has to do with the cloud. ill upload it on imageshack soon... edit: here again: thanks! Robert
  8. Hi, thank you very much! I did these steps already but it isnt working :cry: so i made a screenshot - maybe you could take a look :) Thanks! Robert
  9. hi, ok - ill try wihtout cmake ;) greets Robert
  10. hi, sorry but i tried with new drivers - i cant get it :/ maybe you know something - would be nice ;) Greetings Robert
  11. hello, i think its because of my audio driver ;) ill tell you if it works ;) Greetz! Robert
  12. Hey Timmy, no im using windows 10 ;) maybe theres somehting cause directx? thanks for answers :) Greetz! Robert
  13. Hello Again ;) i have a new Problem again - the Problem is that while running "CMake" i get the following error at the end configuring: -D_WIN32_WINNT=0x0502 Call Stack (most recent call first): Engine/lib/openal-soft/CMakeLists.txt:938 (CHECK_INCLUDE_FILES) ive installed all relevant data (Directx sdk etc.) but i cant get out .. maybe you can help ... thanks a lot! Greetings Robert
  14. hi, okay i think i got it -> it was because of the "release" mode ;) thanks! Greetz Robert
  15. hi, okay - so the following things: i use visual studio 2017 Community edition as compiler. Further i use the directx 3d 11 - but in both installations - so in my own compiled version there are the same settings like in the pre-compiled version. further i use the debug mode from visual studio ;) okay - thats it. thanks for answers! Greetz Robert
  16. Hello, sorry for the long delay but i was not active since the last few weeks. Okay - a Question again. i have a mesh in the pre compiled version of the t3d engine (3.10). And its working very good the fps are good. but if i try to import the same mesh into my own compiled version (i tried 3.8/3.9 and 3.10) the performance is very bad. So fps is very slow? please help im at the end of my knowledge :/ Greetings and thanks a lot! Robert
  17. hmm, i cant find out - maybe someone could help? would be nice thx! greetings Robert
  18. hi there, okay after modify the particles, i got this to work but now i cant mount vehicles anymore. hmm maybe u know why? thanks a lot and gn8! Robert
  19. Hey - cool stuff! thanks a lot! Greetz Robert
  20. hi duion, sorry but i dont find what you mean ... i searched the docs but i cant find the thing? maybe you can show me the thing? thanks a lot! greetz Robert
  21. hi, ok i understand - i hope ill get this to work :P thanks and greetz Robert
  22. hi, hmm i think we talk about different things ... i mean the steering wheel animation not the steering of the wheels ... thanks! greetz Robert
  23. hi duion, thanks a lot for your answer! okay - ill try my best but i dont know if i can do this ... lets see ;) greetz Robert
  24. Hello together, i have a question again :mrgreen: so i want to make a steering wheel animated ... so that you can see the steering wheel turn around if you turn left or turn right :) maybe you can help me - thanks! greetings Robert
  25. Hello again :P i just want to ask if the gui bug is fixed? thanks a lot! edit: okay i tried but its not fixed yet :/ - but no problem - i just use the script way ;) greetz Robert
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