Author Topic: Vehicle Questions  (Read 1124 times)

I have an average model of a space fighter and I wanted to put the thing in BL, but i need some help in certain areas.

Your help would be greatly appreciated.

1: wheels. my space fighter wont have any. is the hovering effect created by invisible wheels or is there a better way to do this.
2: script. Right now i am planning to look at some plane scripts i have, but i was wondering if it is possible to counteract gravity to give the vehicle a lovely maneuverable nonatmospheric feel.
3: particles. i could not find a tutorial which had a particle node description. it would be nice to know if there is a required way of creating or naming particle emitter bones.

anyways, i am using Blender, and thanks for your help.

FIRST POST!!!
On Topic: Sound Good.

1: wheels. my space fighter wont have any. is the hovering effect created by invisible wheels or is there a better way to do this.

Not a better way I know. Just stick to invisiwheels.


2: script. Right now i am planning to look at some plane scripts i have, but i was wondering if it is possible to counteract gravity to give the vehicle a lovely maneuverable nonatmospheric feel.

Wat :/          Do you mean not have gravity affect it when going in any direction such as up?


3: particles. i could not find a tutorial which had a particle node description. it would be nice to know if there is a required way of creating or naming particle emitter bones.

On a Vehicle?

The Emitter joints should be the same as the mount joints. Since it might have one seat used, You might name them mount1,mount2,mount3, and so on.
You must edit the colors and such to be the one you want.
Code: [Select]
datablock ParticleData(VehicleNameExhaustParticle)
{
   textureName          = "base/data/particles/cloud";
   dragCoefficient      = 0.0;
   windCoefficient      = 0.5;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   lifetimeMS           = 300;
   lifetimeVarianceMS   = 0;
   useInvAlpha = true;
   spinRandomMin = 0.0;
   spinRandomMax = 0.0;

   colors[0]     = "0.7 0.5 0.2 0.7";
   colors[1]     = "0.7 0.7 0.7 0.07";
   colors[2]     = "0.75 0.75 0.75 0.0";

   sizes[0]      = 0.20;
   sizes[1]      = 0.25;
   sizes[2]      = 3;

   times[0]      = 0;
   times[1]      = 0.1;
   times[2]      = 1;
};

datablock ParticleEmitterData(VehicleNameExhaustEmitter)
{
   ejectionPeriodMS = 10;
   periodVarianceMS = 0;
   ejectionVelocity = 0.5;
   velocityVariance = 0.0;
   ejectionOffset   = 0.1;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "VehicleNameExhaustParticle";
};

datablock ParticleData(VehicleNameExhaustTireParticle)
{
   dragCoefficient      = 3;
   windCoefficient     = 0;
   gravityCoefficient   = 1;
   inheritedVelFactor   = 0.0;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 900;
   lifetimeVarianceMS   = 0;
   textureName          = "base/data/particles/chunk";
   colors[0]     = "0.1 0.1 0.1 1";
   colors[1]     = "0.1 0.1 0.1 0";
   sizes[0]      = 0.4;
   sizes[1]      = 0.05;
};

datablock ParticleEmitterData(VehicleNameExhaustTireEmitter)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;
   ejectionVelocity = 0.5;
   velocityVariance = 0.0;
   ejectionOffset   = 0.1;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "VehicleNameExhaustTireParticle";
};

datablock ShapeBaseImageData(VehicleNameExhaustImage1)
{
   shapeFile = "base/data/shapes/empty.dts";
emap = false;

mountPoint = 3;
   rotation = "1 0 0 -90";

stateName[0] = "Ready";
stateTransitionOnTimeout[0] = "FireA";
stateTimeoutValue[0] = 0.01;

stateName[1] = "FireA";
stateEmitter[1] = VehicleNameExhaustEmitter;
stateEmitterTime[1] = 10000;

};

function VehicleNameSmokeCheck(%obj)
{
  %obj.mountImage(VehicleNameExhaustImage1,2);


}

ok



2: script. Right now i am planning to look at some plane scripts i have, but i was wondering if it is possible to counteract gravity to give the vehicle a lovely maneuverable nonatmospheric feel.

Wat :/          Do you mean not have gravity affect it when going in any direction such as up?

yes

ok


yes

You could try the pelicans script, I think that automaticly hovers, I'm not sure if it goes down over time though.

If you use the script of the magic carpet, it will hover by itself, no need for wheels.

I want good collision. doesn't the magic carpet have bad collision?

I want good collision. doesn't the magic carpet have bad collision?
The model includes the collision box, not the script.

I know that.................
but some vehicles (like the magic carpet) glitch all over when they smash into a wall, whereas the jeep stops dead when it hits, or rides up it. ima looking for good collision.