Author Topic: so my veichle isn't paintable - Solved!  (Read 538 times)

I'm editing the ball for a physics object
but currently I can't paint it even though the script allows it to be
what am I doing wrong?

Code: [Select]
datablock WheeledVehicleData(PresentVehicle)
{
category = "Vehicles";
displayName = " ";
shapeFile = "./Present.dts";
emap = true;
minMountDist = 3;
  
   numMountPoints = 0;
   mountThread[0] = "sit";
   mountThread[1] = "sit";
   mountThread[2] = "sit";
   mountThread[3] = "sit";
   mountThread[4] = "sit";
   mountThread[5] = "sit";
   mountThread[6] = "sit";
   mountThread[7] = "sit";

maxDamage = 999999.00;
destroyedLevel = 200.00;
speedDamageScale = 1.04;
collDamageThresholdVel = 20.0;
collDamageMultiplier   = 0.02;

massCenter = "0 0 0";
   massBox = "3 3 3";

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 = jeepTire;
//defaultSpring = jeepSpring;
//flatTire    = jeepFlatTire;
//flatSpring = jeepFlatSpring;

   numWheels = 0;

// 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

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

   isSled = false;

   forwardThrust = 3000;
reverseThrust = 2000;
lift = 100;
maxForwardVel = 40;
maxReverseVel = 40;
horizontalSurfaceForce = 0;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 0;
rollForce = 4000;
yawForce = 6000;
pitchForce = 6000;
rotationalDrag = 0.15;
stallSpeed = 10;

splash = vehicleSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 1.4;
splashEmitter[0] = vehicleFoamDropletsEmitter;
splashEmitter[1] = vehicleFoamEmitter;
splashEmitter[2] = vehicleBubbleEmitter;
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 = "Present ";
rideable = true;
lookUpLimit = 0.65;
lookDownLimit = 0.45;

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

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

   numDmgEmitterAreas = 1;

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

   burnTime = 4000;

   finalExplosionProjectile = vehicleFinalExplosionProjectile;
   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
};



« Last Edit: December 13, 2009, 08:48:45 PM by tommy631 »

tried taking away the texture and editing the collision box
still didn't work

make the texture name blank, copy and paste the blank texture from the jeep into the zip/folder.

make the texture name blank, copy and paste the blank texture from the jeep into the zip/folder.
Helpful :D