Author Topic: Modeling a vehicle  (Read 859 times)

Could someone link me a tutorial on how to model a vehicle and package it?

Name the bones of armatures for the seats mount0 (being the driver) and move up from there based off seats.
Name the wheel point bones hub0 ( 0 and evens are left wheels, odds are right) and move up from there ; the first 2 hubs (0 and 1) are associated with turning. Parent those armatures as you would mounPoint and such ( parent to empties detail32, then detail32 to shape )

For turrets add an AI script in the main cs file and then specify with mount it rests on and include the dts file with the rest of the vehicle.

To establish collision make a single shape surrounding the vehicle (area of collision don't make it bigger than the vehicle ) and name is Col or LosCol ( use a cube for guaranteed working, and naming is only to remove console spam) then parent it to an empty name Col0 then parent that to the shape empty. If you need more info on parenting just ask.

As for the wheels you have to make a separate dts file I don't know about naming the armatures for those, but you can just use the dts from other vehicles and rename them.

Hope this helped.

Would have been more helpful if you told us what modeling program you use.

Would have been more helpful if you told us what modeling program you use.

Sorry I use blender, however for the most part everything is the same in other programs. Armatures are still called armatures in milk shape and a few others, and all programs that let you model for games have empties I believe. If you use another program, the equivalent can be pretty easily found but I would recommend Blender as it's free easy and still dynamic.