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subabrain

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Posts posted by subabrain

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

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