Bounding shapes are PISSING ME OFF!!
the reson half y cars never make it is this retarded box.. someone got a simple way? everyone i ask has no answers.. Who is not scared of the bounding box and wheel positions, Speek up now!
"Wheels outside all shapes!"
"Wheels outside all shapes!"
"Wheels outside all shapes!"
Dear returning Carmageddon fans
These last years, the CWA Board assimilated what was archived from many old Carmageddon forums, including the whole of the Official Carmageddon.com Forums.
If you wish to merge any previous account you might have had with your new or existing CWA account, don't hesitate to reach out to us !
These last years, the CWA Board assimilated what was archived from many old Carmageddon forums, including the whole of the Official Carmageddon.com Forums.
If you wish to merge any previous account you might have had with your new or existing CWA account, don't hesitate to reach out to us !
An easyer way?
- Mad_Maxine
- Pink
- Posts: 3232
- Joined: Tue Jan 10, 2006 1:24 pm
- Contact:
Re: An easyer way?
The wheels you make and see in CarEd are just for looks. The actual wheels the game uses in the physics are defined in the TXT file
// Wheels entry #4
1 // Type
Right rear // Identifier
RRWHEEL.ACT // Actor
0.16,0.06,0.24 // Position <--actual position of wheel. If numbers are bigger than BB Box numbers you get that error*
0 // Steerable flags
0 // Driven flags
0.014000 // Suspension give
0.500000 // Damping factor
1.000000 // Fractional reduction in friction when slipping
85.700000,85.700000 // Friction angles
1.600000 // Traction fractional multiplier
0.070000 // Rolling resistance
1 // Number of 'Bounding shapes' entries.
// Bounding shape: This shape definition is used for all collisions in the game.
// It is important to get this shape to fit your car as
// close as possible. It will add a lot of realism to your car. If you are adding a lot
// of suspension, remember to raise this shape as needed.
polyhedron // Type
8
-0.266,0.120,-0.533 // L B F (left bottom front)
0.266,0.120,-0.533 // R B F (right bottom front)
0.266,0.387,-0.533 // R T F (right top front)
-0.266,0.387,-0.533 // L T F (left top front)
-0.266,0.120, 0.46 // L B R (left bottom rear)
0.266,0.120, 0.46 // R B R (right bottom rear)
0.266,0.576, 0.46 // R T R (right top rear)
-0.266,0.576, 0.46 // L T R (left top rear)
* Edit: you need to look at the position of all four wheels..I am just showing one (RRwheel) in this example.
Usually moving the wheels in on the X axis does it (change the first number) this number also defines how wide your skid marks are
// Wheels entry #4
1 // Type
Right rear // Identifier
RRWHEEL.ACT // Actor
0.16,0.06,0.24 // Position <--actual position of wheel. If numbers are bigger than BB Box numbers you get that error*
0 // Steerable flags
0 // Driven flags
0.014000 // Suspension give
0.500000 // Damping factor
1.000000 // Fractional reduction in friction when slipping
85.700000,85.700000 // Friction angles
1.600000 // Traction fractional multiplier
0.070000 // Rolling resistance
1 // Number of 'Bounding shapes' entries.
// Bounding shape: This shape definition is used for all collisions in the game.
// It is important to get this shape to fit your car as
// close as possible. It will add a lot of realism to your car. If you are adding a lot
// of suspension, remember to raise this shape as needed.
polyhedron // Type
8
-0.266,0.120,-0.533 // L B F (left bottom front)
0.266,0.120,-0.533 // R B F (right bottom front)
0.266,0.387,-0.533 // R T F (right top front)
-0.266,0.387,-0.533 // L T F (left top front)
-0.266,0.120, 0.46 // L B R (left bottom rear)
0.266,0.120, 0.46 // R B R (right bottom rear)
0.266,0.576, 0.46 // R T R (right top rear)
-0.266,0.576, 0.46 // L T R (left top rear)
* Edit: you need to look at the position of all four wheels..I am just showing one (RRwheel) in this example.
Usually moving the wheels in on the X axis does it (change the first number) this number also defines how wide your skid marks are
- Mad_Maxine
- Pink
- Posts: 3232
- Joined: Tue Jan 10, 2006 1:24 pm
- Contact:
Re: An easyer way?
I kinda managed to do it by making the wheels bti smaller each time, then shrinking the bbox to it..
Thanks coffee :P
Thanks coffee :P
- Savage-Elve
- road raged psycho
- Posts: 1211
- Joined: Sat Jun 30, 2001 4:00 pm
- Contact:
Re: An easyer way?
The only value wich does matter is the x-value. If it gives this error with an appropriate bbox the only thing to change is the values in the wheel entries. I set my x-values to the centre (from front-view) of the wheel.
Easy to do with Cared by hovering in different views.
I got some strange thing with bboxes, too.
Like omitting a period wich makes an Y-value of 0600 instead of 0.600 or something. Without a clear reason i crashed on every bridge and tunnel.
Easy to do with Cared by hovering in different views.
I got some strange thing with bboxes, too.
Like omitting a period wich makes an Y-value of 0600 instead of 0.600 or something. Without a clear reason i crashed on every bridge and tunnel.
Don't shoot me, i'm just the piano player.
- TTR
- Psycho Maniac
- Posts: 5277
- Joined: Wed Oct 15, 2003 3:40 am
- Location: Rotterdam, Holland
- Contact:
Re: An easyer way?
And lets not forget the 4 lowest points need to be in a straight line (same height) altho there can be somewhere to 0.050 difference in them.
Re: An easyer way?
"Like omitting a period wich makes an Y-value of 0600 instead of 0.600 or something. Without a clear reason i crashed on every bridge and tunnel."
Fuckin'
I thought I was the only dumbass that ever did that!
Fuckin'
I thought I was the only dumbass that ever did that!
***When I die may I be surrounded by scattered chrome and burning gasoline***
Check who’s online
Users browsing this forum: No registered users and 276 guests