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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
10-05-2004, 04:28 PM
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#1 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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The wheel that refused to turn...
Right, straight to the point. I have a model with four wheels at the front and tracks at the back, so it's a half-track vehicle. The problem is that all the wheels turn/roll correctly when the vehicle moves - except one of them! The middle right wheel, TIRE02 in the model, refuses to move like the others do. I've looked at the model a few times, checked to see if the model was correctly boned and whether the pivots were allright. Didn't find any problems there. Checked the INI entry, that seemed to be fine too:
Code:
Draw = W3DTankTruckDraw ModuleTag_01
...more code...
LeftFrontTireBone = Tire03
RightFrontTireBone = Tire01
MidLeftFrontTireBone = Tire04
MidRightFrontTireBone = Tire02
I looked at the locomotor, but couldn't find any visible problems with that either:
Code:
Locomotor MobileRadarJammerLocomotor
Surfaces = GROUND
Speed = 35 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;180 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 15 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
TurnPivotOffset = -0.18 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration.
DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration.
PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.85 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.2 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 20 ; How many degrees the front wheels can turn.
End
So I'm kinda stuck. Everything seems fine, yet the wheel doesn't turn no matter what I try. Any help would be appreciated here.
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10-05-2004, 04:47 PM
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#2 (permalink)
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Senior Member
Join Date: Feb 2004
Location: Glued to the chair in front of my laptop
Posts: 1,158
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Try running the animation in Renx to see if it does it there too.
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10-05-2004, 04:52 PM
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#3 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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It's not an animation. Generals automatically turns wheels in the game. When turning a corner, the game rotates along the Z axis, and when rolling (simply driving) it rotates along Y. I checked the pivots, and the axes are ok.
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10-05-2004, 05:23 PM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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*scratches head*
I think you have to give us the model, since the code is just ok...
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10-06-2004, 03:37 PM
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#5 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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I messed around with it some more, and I noticed that another similar model has the exact same problem. A half-track where the second wheel on the right wouldn't turn. So I had an idea. I switched the wheel bone entries around in the INI, so it read:
Code:
LeftFrontTireBone = Tire03
RightFrontTireBone = Tire01
MidLeftFrontTireBone = Tire02
MidRightFrontTireBone = Tire04
And guess what? Now the second LEFT wheel (TIRE04 in the model) didn't turn! So I'm starting to think this is actually a bug in the game! If MidRightFrontTireBone is used in a W3DTankTruckDraw module, the game will parse it but it won't actually use the entry...
I guess I need to find my way around this somehow. Any ideas?
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10-06-2004, 03:43 PM
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#6 (permalink)
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Senior Member
Join Date: Feb 2004
Posts: 872
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I don't see how cause mine work. Maybe just refresh your Generals. Somethings corrupted. MidRightFrontTireBone turns for me...
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10-06-2004, 03:44 PM
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#7 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Well your model probably uses W3DTruckDraw (wheels) while this one uses W3DTankTruckDraw (wheels and treads). If it IS TankTruck, then check again to see if you don't have this by any chance...
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10-06-2004, 03:46 PM
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#8 (permalink)
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Senior Member
Join Date: Apr 2003
Location: England
Posts: 349
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why not link Tire04 to Tire02?
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10-06-2004, 03:49 PM
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#9 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Well then you get strange stuff when the vehicle turns. IIRC TIRE02 and TIRE04 also steer the vehicle when it turns corners. If you attach them together, then the two wheels will turn around a common point somewhere in between the two wheels. Which looks extreeeemely silly. :lol:
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10-06-2004, 04:45 PM
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#10 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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The technical uses two objects in separate draw modules.Perhaps if you make a two part model, with the wheels in a truckdraw and the treads in tankdraw, it might work.
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