Author Topic: modeling  (Read 2335 times)

where do i place and what do i name joints to make a person sit in a vehicle???


thnx for the tut it really helped but now it just crashes blockland!!! HELP!!!

You did something wrong.

then can you tell mw wat im doing wrong plz plz plz!!!
here is the script

if(!isObject(spaceshuttleExplosionSound))
{
   exec("./Support_spaceshuttle.cs");
}


datablock WheeledVehicleData(spaceshuttleVehicle)
{
   category = "Vehicles";
   displayName = " ";
   shapeFile = "./shapes/spaceshuttle.dts"; //"~/data/shapes/skivehicle.dts"; //
   emap = true;
   minMountDist = 3;
   
   numMountPoints = 2;
   mountThread[0] = "sit";
   mountThread[1] = "sit";

   maxDamage = 200.00;
   destroyedLevel = 200.00;
   energyPerDamagePoint = 160;
   speedDamageScale = 1.04;
   collDamageThresholdVel = 20.0;
   collDamageMultiplier   = 0.02;

   massCenter = "0 0 0";
   //massBox = "2 5 1";

   maxSteeringAngle = 0.9785;  // Maximum steering angle, should match animation
   integration = 4;           // Force integration time: TickSec/Rate
   tireEmitter = TireEmitter; // All the tires use the same dust emitter

   // 3rd person camera settings
   cameraRoll = false;         // Roll the camera with the vehicle
   cameraMaxDist = 13;         // Far distance from vehicle
   cameraOffset = 7.5;        // Vertical offset from camera mount point
   cameraLag = 0.0;           // Velocity lag of camera
   cameraDecay = 0.75;        // Decay per sec. rate of velocity lag
   cameraTilt = 0.4;
   collisionTol = 0.1;        // Collision distance tolerance
   contactTol = 0.1;

   useEyePoint = false;   

   defaultTire   = spaceshuttleTire;
   defaultSpring   = spaceshuttleSpring;
   flatTire   = spaceshuttleFlatTire;
   flatSpring   = spaceshuttleFlatSpring;

   numWheels = 4;

   // Rigid Body
   mass = 200;
   density = 5.0;
   drag = 0.6;
   bodyFriction = 0.6;
   bodyRestitution = 0.6;
   minImpactSpeed = 10;        // Impacts over this invoke the script callback
   softImpactSpeed = 10;       // Play SoftImpact Sound
   hardImpactSpeed = 15;      // Play HardImpact Sound
   groundImpactMinSpeed    = 10.0;

   // Engine
   engineTorque = 12000; //4000;       // Engine power
   engineBrake = 2000;         // Braking when throttle is 0
   brakeTorque = 4000;        // When brakes are applied
   maxWheelSpeed = 20;        // Engine scale by current speed / max speed

   rollForce      = 900;
   yawForce      = 600;
   pitchForce      = 1000;
   rotationalDrag      = 0.2;

   // Energy
   maxEnergy = 100;
   jetForce = 3000;
   minJetEnergy = 30;
   jetEnergyDrain = 2;

   isSled = false;

   forwardThrust      = 3000;
   reverseThrust      = 2000;
   lift         = 100;
   maxForwardVel      = 40;
   maxReverseVel      = 40;
   horizontalSurfaceForce   = 130;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
   verticalSurfaceForce   = 130;
   rollForce      = 4000;
   yawForce      = 6000;
   pitchForce      = 6000;
   rotationalDrag      = 0.5;
   stallSpeed      = 10;

//   forwardThrust      = 2000;
//   reverseThrust      = 2000;
//   lift         = 100;
//   maxForwardVel      = 70;
//   maxReverseVel      = 70;
//   horizontalSurfaceForce   = 100;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
//   verticalSurfaceForce   = 100;
//   rollForce      = 6000;
//   yawForce      = 6000;
//   pitchForce      = 4000;
//   rotationalDrag      = 0.5;
//   stallSpeed      = 10;
//
//   forwardThrust      = 2500;
//   reverseThrust      = 500;
//   lift         = 15000;
//   maxForwardVel      = 60;
//   maxReverseVel      = 10;
//   horizontalSurfaceForce   = 500;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
//   verticalSurfaceForce   = 500;
//   rollForce      = 5000;
//   yawForce      = 5000;
//   pitchForce      = 5000;
//   rotationalDrag      = 0.1;
//   stallSpeed      = 10;

   splash = spaceshuttleSplash;
   splashVelocity = 4.0;
   splashAngle = 67.0;
   splashFreqMod = 300.0;
   splashVelEpsilon = 0.60;
   bubbleEmitTime = 1.4;
   splashEmitter[0] = spaceshuttleFoamDropletsEmitt er;
   splashEmitter[1] = spaceshuttleFoamEmitter;
   splashEmitter[2] = spaceshuttleBubbleEmitter;
   mediumSplashSoundVelocity = 10.0;   
   hardSplashSoundVelocity = 20.0;   
   exitSplashSoundVelocity = 5.0;
      
   //mediumSplashSound = "";
   //hardSplashSound = "";
   //exitSplashSound = "";
   
   // Sounds
   //   jetSound = ScoutThrustSound;
   //engineSound = idleSound;
   //squealSound = skidSound;
   softImpactSound = slowImpactSound;
   hardImpactSound = fastImpactSound;
   //wheelImpactSound = slowImpactSound;

   //   explosion = VehicleExplosion;
   justcollided = 0;

   uiName = " spaceshuttle ";
   rideable = true;
      lookUpLimit = 0.65;
      lookDownLimit = 0.45;

   paintable = true;
   
   damageEmitter[0] = spaceshuttleBurnEmitter;
   damageEmitterOffset[0] = "0.0 0.0 0.0 ";
   damageLevelTolerance[0] = 0.99;

   damageEmitter[1] = spaceshuttleBurnEmitter;
   damageEmitterOffset[1] = "0.0 0.0 0.0 ";
   damageLevelTolerance[1] = 1.0;

   numDmgEmitterAreas = 1;

   initialExplosionProjectile = spaceshuttleExplosionProjecti le;
   initialExplosionOffset = 0;         //offset only uses a z value for now

   burnTime = 4000;

   finalExplosionProjectile = spaceshuttleFinalExplosionPro jectile;
   finalExplosionOffset = 0.5;          //offset only uses a z value for now


   minRunOverSpeed    = 2;   //how fast you need to be going to run someone over (do damage)
   runOverDamageScale = 5;   //when you run over someone, speed * runoverdamagescale = damage amt
   runOverPushScale   = 1.2; //how hard a person you're running over gets pushed
};






I think the first if statement is not supposed to be there.

It's probably the model that's crashing your game, not the script.

wat if it is the model how do i make it stop crashing?

What program are you using for modeling?

you did something wrong to the model

i suggest flatshading it again or something, or rewelding the vertices

on a side note, do you have a support_spaceshuttle?

i do have support space shuttle
and yes i have the tire and wreckage

nvm i had to do a system restore so i lost it
« Last Edit: July 30, 2008, 06:38:45 PM by Admiral01 »

System restore only affects your registery, and maybe some other things. It wouldn't delete a script.


Do you have a Collision mesh? Are the Hub joints (wheels) inside the mesh? Try to keep your Hub joints outside of the mesh or else the game will crash when you spawn the vehicle.

Here's a brief tutorial on special names and their effects that you can apply to shapes.

http://tork.beffy.de/tutorials/vehicles/wheeled.htm

System restore only affects your registery, and maybe some other things. It wouldn't delete a script.
Oh it deletes scripts, that you can bet on.