View Full Version : Vehicle Help
Quantum Gaming
11-18-2009, 12:14 PM
Greetings,
I am fairly new to the unreal enviroment but not game development, I am trying to import my vehicle into unreal(four wheeled car). I have all of the assets imported(SkeletalMesh,PhysicsAsset,AnimTree...) but im not sure what to do next. In the documentation it just shows an example script file but im not sure what to do with it.
thanks for your help
Q.G.
geodav
11-18-2009, 01:57 PM
check my tutorials for UT3, but make sure you use the code from UDK
Quantum Gaming
11-20-2009, 12:28 PM
thanks for the link, but i got some problems
i got all of the scripts and stuff, and i can import my vehicle factory but when i run the game it dissaperars.
vehicle_factory uc:/**
* Copyright 1998-2009 Epic Games, Inc. All Rights Reserved.
*/
class UTVehicleFactory_Mclaren extends UTVehicleFactory;
defaultproperties
{
Begin Object Name=SVehicleMesh
SkeletalMesh=SkeletalMesh'cars.mclaren'
Translation=(X=0.0,Y=0.0,Z=-70.0) // -60 seems about perfect for exact alignment, -70 for some 'lee way'
End Object
Components.Remove(Sprite)
Begin Object Name=CollisionCylinder
CollisionHeight=+80.0
CollisionRadius=+120.0
Translation=(X=-45.0,Y=0.0,Z=-10.0)
End Object
VehicleClassPath="UTGameContent.UTVehicle_Mclaren_Content"
DrawScale=1.2
}
content uc:
/**
* Copyright 1998-2009 Epic Games, Inc. All Rights Reserved.
*/
class UTVehicle_Mclaren_Content extends UTVehicle_Mclaren;
defaultproperties
{
Begin Object Name=CollisionCylinder
CollisionHeight=40.0
CollisionRadius=100.0
Translation=(X=-25.0)
End Object
Begin Object Name=SVehicleMesh
SkeletalMesh=SkeletalMesh'cars.mclaren'
AnimTreeTemplate=AnimTree'cars.mclaren_ani_tree'
PhysicsAsset=PhysicsAsset'cars.mclaren_Physics'
AnimSets.Add(AnimSet'cars.mclaren_Anims')
RBCollideWithChannels=(Default=TRUE,BlockingVolume =TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE,Vehi cle=TRUE,Untitled4=TRUE)
End Object
DrawScale=1.2
IconCoords=(U=831,UL=21,V=39,VL=29)
}
utvehicle uc:
/**
* Copyright 1998-2009 Epic Games, Inc. All Rights Reserved.
*/
class UTVehicle_Mclaren extends UTVehicle
abstract;
defaultproperties
{
Health=300
StolenAnnouncementIndex=5
COMOffset=(x=-40.0,y=0.0,z=-36.0)
UprightLiftStrength=280.0
UprightTime=1.25
UprightTorqueStrength=500.0
bCanFlip=true
bSeparateTurretFocus=true
bHasHandbrake=true
bStickDeflectionThrottle=true
GroundSpeed=950
AirSpeed=1100
RocketSpeed=2000
ObjectiveGetOutDist=1500.0
MaxDesireability=0.4
HeavySuspensionShiftPercent=0.75f;
bLookSteerOnNormalControls=true
bLookSteerOnSimpleControls=true
LookSteerSensitivity=2.2
LookSteerDamping=0.07
ConsoleSteerScale=1.1
DeflectionReverseThresh=-0.3
Begin Object Class=UTVehicleSimCar Name=SimObject
WheelSuspensionStiffness=100.0
WheelSuspensionDamping=3.0
WheelSuspensionBias=0.1
ChassisTorqueScale=0.0
MaxBrakeTorque=5.0
StopThreshold=100
MaxSteerAngleCurve=(Points=((InVal=0,OutVal=45),(I nVal=600.0,OutVal=15.0),(InVal=1100.0,OutVal=10.0) ,(InVal=1300.0,OutVal=6.0),(InVal=1600.0,OutVal=1. 0)))
SteerSpeed=110
LSDFactor=0.0
TorqueVSpeedCurve=(Points=((InVal=-600.0,OutVal=0.0),(InVal=-300.0,OutVal=80.0),(InVal=0.0,OutVal=130.0),(InVal =950.0,OutVal=130.0),(InVal=1050.0,OutVal=10.0),(I nVal=1150.0,OutVal=0.0)))
EngineRPMCurve=(Points=((InVal=-500.0,OutVal=2500.0),(InVal=0.0,OutVal=500.0),(InV al=549.0,OutVal=3500.0),(InVal=550.0,OutVal=1000.0 ),(InVal=849.0,OutVal=4500.0),(InVal=850.0,OutVal= 1500.0),(InVal=1100.0,OutVal=5000.0)))
EngineBrakeFactor=0.025
ThrottleSpeed=0.2
WheelInertia=0.2
NumWheelsForFullSteering=4
SteeringReductionFactor=0.0
SteeringReductionMinSpeed=1100.0
SteeringReductionSpeed=1400.0
bAutoHandbrake=true
bClampedFrictionModel=true
FrontalCollisionGripFactor=0.18
ConsoleHardTurnGripFactor=1.0
HardTurnMotorTorque=0.7
SpeedBasedTurnDamping=20.0
AirControlTurnTorque=40.0
InAirUprightMaxTorque=15.0
InAirUprightTorqueFactor=-30.0
// Longitudinal tire model based on 10% slip ratio peak
WheelLongExtremumSlip=0.1
WheelLongExtremumValue=1.0
WheelLongAsymptoteSlip=2.0
WheelLongAsymptoteValue=0.6
// Lateral tire model based on slip angle (radians)
WheelLatExtremumSlip=0.35 // 20 degrees
WheelLatExtremumValue=0.9
WheelLatAsymptoteSlip=1.4 // 80 degrees
WheelLatAsymptoteValue=0.9
bAutoDrive=false
AutoDriveSteer=0.3
End Object
SimObj=SimObject
Components.Add(SimObject)
Begin Object Class=UTVehicleScorpionWheel Name=RRWheel
BoneName="cylinder04"
BoneOffset=(X=0.0,Y=20.0,Z=0.0)
SkelControlName="B_R_Tire_Cont"
End Object
Wheels(0)=RRWheel
Begin Object Class=UTVehicleScorpionWheel Name=LRWheel
BoneName="cylinder02"
BoneOffset=(X=0.0,Y=-20.0,Z=0.0)
SkelControlName="B_L_Tire_Cont"
End Object
Wheels(1)=LRWheel
Begin Object Class=UTVehicleScorpionWheel Name=RFWheel
BoneName="cylinder05"
BoneOffset=(X=0.0,Y=20.0,Z=0.0)
SteerFactor=1.0
LongSlipFactor=2.0
LatSlipFactor=3.0
HandbrakeLongSlipFactor=0.8
HandbrakeLatSlipFactor=0.8
SkelControlName="F_R_Tire_Cont"
End Object
Wheels(2)=RFWheel
Begin Object Class=UTVehicleScorpionWheel Name=LFWheel
BoneName="cylinder03"
BoneOffset=(X=0.0,Y=-20.0,Z=0.0)
SteerFactor=1.0
LongSlipFactor=2.0
LatSlipFactor=3.0
HandbrakeLongSlipFactor=0.8
HandbrakeLatSlipFactor=0.8
SkelControlName="F_L_Tire_Cont"
End Object
Wheels(3)=LFWheel
lockSuspensionTravel=37;
lockSuspensionStiffness=62.5;
TeamBeaconOffset=(z=60.0)
SpawnRadius=125.0
BaseEyeheight=30
Eyeheight=30
DefaultFOV=80
bLightArmor=true
CameraLag=0.07
bReducedFallingCollisionDamage=true
MomentumMult=0.5
NonPreferredVehiclePathMultiplier=1.5
HornIndex=0
}
thanks for your help
Q.G.
geodav
11-20-2009, 01:30 PM
ok when things go wrong check your launch.log
please in future when posting code use the code tags
eg click on the "Go Advance" button and hit the # icon
Quantum Gaming
11-21-2009, 10:50 PM
sorry about the code i was in a rush, i checked out the launch.log and i saw i did not add any seats. but when i looked at the scorpion file it had a bunch of turret stuff in there. my vehicle has no weapons its for a racing game. so how would you add a seat without the gun?
is there a wheeled vehicle without a turret for a better template?
here is the whole file
log
Log: Log file open, 11/21/09 21:46:56
Init: Version: 5860
Init: Epic Internal: 0
Init: Compiled (32-bit): Oct 30 2009 13:20:02
Init: Changelist: 390428
Init: Command line: editor -DEFENGINEINI=..\..\UTGame\Config\DefaultEngineUDK. ini
Init: Base directory: C:\UDK\UDK-2009-11\Binaries\Win32\
Init: Character set: Unicode
Init: Computer: QUANTUM-GAMING-
Init: User: michael
Init: CPU Page size=4096, Processors=2
Init: High frequency timer resolution =3.579545 MHz
Init: Memory total: Physical=1.0GB Pagefile=3.9GB Virtual=2.0GB
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
Init: WinSock: I am Quantum-Gaming-BASE (70.200.86.45:0)
Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
Init: Object subsystem initialized
Log: Initializing FaceFX...
Log: FaceFX initialized:
Log: version : 1.7.3.1
Log: licensee: Unreal Engine 3 Licensee
Log: project : Unreal Engine 3 Project
Log: ... Loaded 176 shaders (0 legacy, 0 redundant)
Log: ... Loaded 1430 shaders (0 legacy, 0 redundant)
Log: Shader cache for LocalShaderCache-PC-D3D-SM3 contains 115 materials (0 redundant)
Log: ... Loaded 11610 shaders (0 legacy, 1076 redundant)
Log: Shader cache for RefShaderCache-PC-D3D-SM3 contains 738 materials (0 redundant)
Log: 83102 objects as part of root set at end of initial load.
Log: 0 out of 0 bytes used by permanent object pool.
Log: Supported Consoles:
Log: PC
Log: Initializing Engine...
Log: Encountered missing default brush - spawning new one
Init: UEngine initialized
Init: Transaction tracking system initialized
Init: Using 'Conexant HD Audio output' : 2 channels at 44.1 kHz using 16 bits per sample
Log: XAudio2Device: Allocated 32 sources
Log: XAudio2Device: CommonAudioPoolSize is set to 0 - disabling persistent pool for audio data
Init: XAudio2Device initialized.
Init: Client initialized
Init: Editor engine initialized
Log: Initializing Engine Completed
Log: >>>>>>>>>>>>>> Initial startup: 36.49s <<<<<<<<<<<<<<<
Cmd: MODE MAPEXT=udk
Log: GameAssetDatabase: Checkpoint file name: ..\..\UTGame\Content\GameAssetDatabase.checkpoint
Log: GameAssetDatabase: Existing checkpoint file contains timestamp: 11/17/2009 4:14:55 PM.
Log: GameAssetDatabase: Loaded 4073 assets, 5235 tags/collections (465 in use) from the checkpoint file.
Log: GameAssetDatabase: Loading journal entries from the journal file.
Log: GameAssetDatabase: Loaded 7 journal entries from the journal file.
Log: GameAssetDatabase: Merged 7 journal entries (including server entries newer than 11/17/2009 4:14:55 PM.)
Log: GameAssetDatabase: Game asset database loaded a total of 4076 assets, 467 tags and 5237 persistent tags.
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_Camera.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_Camera.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_Geometry.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_Geometry.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_TerrainMode.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_TerrainMode.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_TextureMode.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_TextureMode.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_MeshPaintMode.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_MeshPaintMode.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_StaticMeshMode.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_StaticMeshMode.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_Box.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_Cone.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_CurvedStairs.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_Cylinder.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_Staircase.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_Sheet.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_SpiralStairs.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_Sphere.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_Volumetric.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_Add.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_Subtract.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_Intersect.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_Deintersect.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_AddSpecial.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_AddVolume.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_ShowSelected.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_HideSelected.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_InvertSelection.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Btn_ShowAll.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\BuildGeometry.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\BuildLighting.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\BuildPaths.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\BuildCoverNodes.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\BuildAll.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\LightingQuality_Preview.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\LightingQuality_Medium.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\LightingQuality_High.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\LightingQuality_Production.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\Play.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\PlayPC.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\PlayPS.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\PlayXB.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\MainToolBar_SelectTranslucent.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\PlayViewport.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\PlayViewport.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\PlayViewport.tga)
Log: FactoryCreateBinary: Texture2D with TextureFactory (0 0 C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Engine\EditorResources\wxr es\PlayViewport.tga)
Cmd: MAP LOAD FILE="C:\UDK\UDK-2009-11\UTGame\Content\Maps\mclaren_test.udk"
Log: Encountered missing default brush - spawning new one
Log: Finished looking for orphan Actors (0.023 secs)
Cmd: MAP CHECKDEP DONTCLEARMESSAGES
Log:
==== Worlds needing PIE Save:
Log: mclaren_test
Log: ==== 1 total
Log: Built Phys StaticMesh Cache: 15.877 ms
Log: COOKEDPHYSICS: 0 TriMeshes (0.000000 KB), 0 Convex Hulls (0.000000 KB) - Total 0.000000 KB
Log: COOKEDPHYSICS: BSP 2.69 KB
Log: Save=369.391361
Log: Moving 'C:\UDK\UDK-2009-11\Binaries\Win32\..\..\UTGame\Autosaves\Save.tmp' to 'C:\UDK\UDK-2009-11\Binaries\Win32\..\..\UTGame\Autosaves\UEDPIEmcl aren_test.udk'
Cmd: MAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2009-11\Binaries\Win32\..\..\UTGame\Autosaves\UEDPIEmcl aren_test.udk"
Log: Finished looking for orphan Actors (0.012 secs)
Log: Spawned Clear paths rebuilt
Warning: Failed to load 'Class None.': Failed to find object 'Class None.'
Log: Game class is 'UTGame'
Log: UIScene size.............: 1308
Log: UIObject size............: 1056
Log: Primary PhysX scene will be in software.
Log: Creating Primary PhysX Scene.
Log: Bringing World UEDPIEmclaren_test.TheWorld up for play (0) at 2009.11.21-21.48.07
Log: Accessed None 'Gun'
UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0
Function UTGame.UTVehicle:InitializeSeats:0600
Log: Accessed None 'WorldInfo'
UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0
Function UTGame.UTVehicle:SetKeyVehicle:0035
Log: Bringing up level for play took: 0.289242
Log: Accessed None 'AccessControl'
UTGame UEDPIEmclaren_test.TheWorld:PersistentLevel.UTGame _0
Function Engine.GameInfo:Login:0358
Log: Accessed None 'OnlineSub'
UTPlayerController UEDPIEmclaren_test.TheWorld:PersistentLevel.UTPlay erController_0
Function UTGame.UTPlayerController:ClientSetOnlineStatus:00 33
Log: Accessed None 'OnlineSub'
UTPlayerController UEDPIEmclaren_test.TheWorld:PersistentLevel.UTPlay erController_0
Function UTGame.UTPlayerController:ClientSetOnlineStatus:03 37
Log: Accessed None
UTPlayerController UEDPIEmclaren_test.TheWorld:PersistentLevel.UTPlay erController_0
Function UTGame.UTPlayerController:ClientSetOnlineStatus:03 4B
Log: PIE: play in editor start time for UEDPIEmclaren_test 1.842
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Cmd: SETSOUNDMODE Default
ScriptLog: START MATCH
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Log: AActor::SyncActorToRBPhysics: Invalid or Missing BodyInstance in CollisionComponent. (check to make certain your object actually has a collision volume) for: UTVehicle_Mclaren_Content UEDPIEmclaren_test.TheWorld:PersistentLevel.UTVehi cle_Mclaren_Content_0 CollisionComp: No StaticMeshComponent Assigned DetailedInfo: No_Detailed_Info_Specified
Cmd: onrelease ShowMenu
Exit: Preparing to exit.
Exit: Editor shut down
Exit: Transaction tracking system shut down
Exit: Windows client shut down
Exit: XAudio2 Device shut down.
Exit: Object subsystem successfully closed.
Log: Shutting down FaceFX...
Log: FaceFX shutdown.
Exit: Exiting.
Log: Log file closed, 11/21/09 21:48:15
content
/**
* Copyright 1998-2009 Epic Games, Inc. All Rights Reserved.
*/
class UTVehicle_Mclaren_Content extends UTVehicle_Mclaren;
defaultproperties
{
Begin Object Name=CollisionCylinder
CollisionHeight=40.0
CollisionRadius=100.0
Translation=(X=-25.0)
End Object
Begin Object Name=SVehicleMesh
SkeletalMesh=SkeletalMesh'cars.mclaren'
AnimTreeTemplate=AnimTree'cars.mclaren_ani_tree'
PhysicsAsset=PhysicsAsset'cars.mclaren_Physics'
AnimSets.Add(AnimSet'cars.mclaren_Anims')
RBCollideWithChannels=(Default=TRUE,BlockingVolume =TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE,Vehi cle=TRUE,Untitled4=TRUE)
End Object
Seats(0)={(
)}
DrawScale=1.2
IconCoords=(U=831,UL=21,V=39,VL=29)
}
geodav
11-22-2009, 01:37 PM
not sure as i can't code to save my life :( but i'd make an "empty" turret/weapon code and use that, don't forget the camera is controlled via the seat code
Quantum Gaming
11-23-2009, 12:03 PM
hmm, well i got it to show up in game and get in it, but it is standing on its front and i can only look around with a aimpoint. very strange.
here is the seat code
Seats(0)={( GunClass=class'UTVWeap_mclaren',
SeatIconPos=(X= 0.415,Y=0.5),
CameraTag=GunViewSocket,
CameraBaseOffset=(X=-50.0),
CameraOffset=-175,
)}
and here is the weapon code
*Edit
thinking about it how do you get the name for the skel control wheel? there is no place to name them in the ani_tree editor
i think that might be the problem
example of one of the wheels
/**
* Copyright 1998-2009 Epic Games, Inc. All Rights Reserved.
*/
class UTVWeap_mclaren extends UTVehicleWeapon
HideDropDown;
/**
* GetAdjustedAim begins a chain of function class that allows the weapon, the pawn and the controller to make
* on the fly adjustments to where this weapon is pointing.
*/
defaultproperties
{
IconX=382
IconY=82
IconWidth=27
IconHeight=42
VehicleClass=class'UTVehicle_mclaren_Content'
}
im this seems to hard im probabily doing something simple wrong.:confused:
*edit
thinking about it how do you get the name for the skel_control_wheel? I didnt see any place to name them in the ani tree
example of one of my wheels
Begin Object Class=UTVehicleScorpionWheel Name=RRWheel
BoneName="cylinder04"
BoneOffset=(X=0.0,Y=20.0,Z=0.0)
SkelControlName="B_R_Tire_Cont"
End Object
Wheels(0)=RRWheel
i dont think this would matter but this is popping up when i build
"Warning: PATHING NEEDS TO BE REBUILT FOR mclaren_test.TheWorld:PersistentLevel"
geodav
11-23-2009, 02:16 PM
ok before you export your vehicle make sure it points alond the x-axis and z-axis is up, this applies to the main bones as well
have a look at the scorpian for an example of the anim tree + names
"Warning: PATHING NEEDS TO BE REBUILT FOR mclaren_test.TheWorld:PersistentLevel"
when you add your vehicle factory to your map you must re-build all, just to be on the safe side ;)
Quantum Gaming
11-24-2009, 12:03 PM
ok so i got the wheels spinning, but i cannot seen to get the car to not stand on its front.
In the editor it looks right, but when i play it it stands up.
The car is pointing down the x axis and up is the z axis every where except in the ani_set viewer.
It is pointing down the right ways, but if you click on one of the limbs from the list, the gizmo shows y down,x left, and z front.
although one of the wheels is correct, the rest of the limbs are as described. It is very strang, and all of the piviots for the object are correct to in 3ds max.
geodav
11-24-2009, 02:04 PM
just been doing some wheeled vehicles myself (motorbike) and i then remembered the wheel class
Begin Object Class=UTVehicleScorpionWheel Name=RRWheel
BoneName="cylinder04"
BoneOffset=(X=0.0,Y=20.0,Z=0.0)
SkelControlName="B_R_Tire_Cont"
End Object
Wheels(0)=RRWheel
in your code your using the
Class=UTVehicleScorpionWheel
you need to make your own wheel class.
if you front wheels are a different size to the rear wheels then you'll need an extra class for them as well
Quantum Gaming
11-24-2009, 03:50 PM
hmm, i will change that but that wont solve my problem with it standing on its front end:p
would you need some files to see whats wrong?
b.t.w. thanks for the help so far:cool:
geodav
11-24-2009, 04:09 PM
go on then i'll need the content package plus the code package, just upload them somewhere and pm me the link and i'll have a look
geodav
11-25-2009, 03:11 PM
ok just checked your content
1st. "Never" place your code in the epic code folders
2nd. you haven't named the SkelControl in the animset
3rd. i think due to the fact your bone/mesh alignment is not correct, this effects the rest of the stuff eg physics asset/anims
once you get the content side sorted, the coding side will be easier
sdinesh86
12-30-2009, 12:20 PM
hi good morning
Thanks a lot for this post and thread i was running behind doing the same thing and felt that i am the only one, and was facing lot of problems but o one was ready to answer my queries in my posts
i quite solved everything but 2 small issues out here
1 i have this same thing going on at to places so, the first issue is at my work place, when i try to play the game it just crashes at first time but in the second attempt it
works but the car doesnt show up
2. at my home the editor and game is just crashing and refusing to start if i place my vehicle factory
geodav
12-30-2009, 02:27 PM
check your launch.log for errors
sdinesh86
12-30-2009, 11:08 PM
checked my launch.log found errors and got it solved
now i see my car in the game but theres small issue that when the game starts the car falls on one side and other thing is that when i try to enter the vehicle it just rotates in air and again falls down,
sometimes it enters the car but then the same previous thing car rotates and the player is thrown out of the car
Quantum Gaming
12-31-2009, 12:43 PM
the major issue i had is you need to make sure that all of your pivot points\center of axis are aligned properly and centered.
sdinesh86
12-31-2009, 02:41 PM
i checked mine and found the orientation of the root bone to be different thats th reason i had this prob solved it
but can u help me with setting up a camera i put the same seat code that u did but i dont get the camera the way it should be the camera is at the distance from the car i tried all the options and it also doesnt follw the car if i leave the mouse and take a turn the camera stays at the same direction and the car turns
how do i solve this small issue
sdinesh86
01-02-2010, 12:22 AM
with some reverse engineering i solved that issue also
hey Quantum Gaming what are u trying to do with that car thing, i hope we both are sailing in the same boat, we both can be very helpful to each other
Quantum Gaming
01-03-2010, 12:08 PM
@sdinesh86
could you share what you did to fix the problem?
also email sent
geodav
01-03-2010, 01:39 PM
sounds like a socket problem to me
sdinesh86
01-03-2010, 10:53 PM
ya it was the socket problem i reverse engineered the scorpion and found he solution to it
geodav can u help me with a small prob how can i make the camera follow the car i dont want the mouse control on the camera like a racing game or i wanna restrict the pitch and yaw of the camera to a particular angle so that if want i can put some weapons too on it
geodav
01-04-2010, 01:39 PM
never tried that, sounds like you need something like mouse steering which is set via some of the default properties, i never got it to work in UT3 but you never know.
sdinesh86
01-06-2010, 12:52 AM
no its not mouse steering the simple answer for it is i wanna make a racing game with keyboard as the controller
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