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Note: Until this article is fully documented, use the following information (from previous official Torque Doc) to setup your Wheeled Vehicles.
Vehicles
This section covers setup of vehicles for use with the Torque engine. The vehicle physics and collision shapes are pretty touchy. They work, but they need TLC and require 'fine tuning' to get them to work properly.
This entire section is a list of what is contained in the shapes, and what the functionality and naming conventions for these types of shapes.
Necessary Vehicle-specific Nodes
- Ground: Each wheel needs a node called "Ground0", "Ground1", etc.. for each wheel. this tells them where the wheel touches the ground.
- Mass: Each vehicle needs a "Mass" node. This should be positioned at the center of mass for the whole shape. This is used in the driving\flying dynamics... This is outdated.
- Eye: Each vehicle needs an "Eye" node, this is where the camera will be when piloting a vehicle in 1st-person mode.
- Mount: Each vehicle needs "Mount" nodes. These are where the players\weapons mount. Here are the names of the mount nodes and their function:
WHEN THE WHEELS ARE IN THE GROUND, ERASE THE BOUNDS BOX AND DO IT AGAIN. Can't resale the wheel and the bounds together.
mount0 -- pilot
mount1 -- navigator\gunner
mount2 -- passenger
mount3 -- passenger
mount4 -- passenger
mount5 -- passenger
mount6 -- passenger
mount7 -- passenger
mount8 -- passenger
mount9 -- passenger
mount10 -- gun
mount9 -- bomb mount point on the bomber vehicle
Animation Sequences For Wheeled Vehicles
- Turn: Each wheel needs a "Turn" sequence, ie. "Turn0", "Turn1", etc..this controls the steering.
- Spring: Each wheel needs a "Spring" sequence, ie. "Spring0", "Spring1", etc.. this controls the up/down motion of the wheel (like shocks).
- Wheel: Each wheel needs a "Wheel" sequence, ie. "Wheel0", "Wheel1", etc...this controls the spinning of the wheel.
Essential Detail Markers and Their Shapes.
- Collision-1: the marker for the collision detail level. Detail levels -1 thru -8 are reserved for regular collisionobjects, but vehicles used ONE shape ( -1 ) because of how processor intensive the vehicle dynamics are.
- Col-1: this is the actual collision geometry for the vehicle itself. It should be as absolutely LOW POLY as possible. Every polygon counts and will slow the whole game down if you have too many. Also, pay special attention to the way it is shaped to minimize collision with small bumps/hills/slopes etc.. Changing this shape will dramatically effect whether or not the vehicle is prone to getting stuck while driving over bumps. Note: Vehicles are only allowed one Collision mesh (mesh -1). Be very careful to keep this mesh as optimized as possible. Like other collision meshes, this mesh must be convex.
- LOS-9 thru LOS-16: markers for "Line Of Sight" collision ("bullet collision") LOS collisions were detail levels -9 thru -15.
- LOScol-9 thru LOScol-16: collision geometry for "Line Of Sight" collision tests. Like other collision meshes, these meshes must be convex.
Non-essential Nodes
- Smoke_node0,1,2,etc: these are 'smoke emitters' for when the vehicle is damaged.
- Contrail0,1,2,etc: these are nodes to emit 'contrail' particles from, for flying vehicles.
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