http://imageshack.us/clip/my-videos/689/3es.mp4/
here is a video of my problem. the vehicles also spawn with the turret facing the left and the turret is facing the right in the animetree editor but i dont mind the its the turrets aiming that is the problem.
sorry for the bad quality
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geodav repliedthats the idea with UT-vehicles the turret follows where you look as thats where you'll want to fire at, you steer the vehicle with WASZ and control the turret with the mouse
if that is not what you want then please try an explain what you need an i'll try and help
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biowolves repliedI have ended up stuck getting the turret to turn on my apc, the turret seams stuck facing forwords. I have checked my spelling and compared parts with your landtank files but still cannot find where i have messed up. any ideas where it might be.
After playing with ticky boxes i have got it so thinks rotate and change pitch but were i look has now effect on were it aims
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biowolves repliedHi,
I have followed your UDK vehicle tutorial for a buggy and am having truble with the vehicle spawning the right way but when it hits the floor it rolls onto its side. When i try to flip it back in game it rolls back onto its side. Do you have any idea where I have messed up?
It is always rolling onto the same side as well
solved it by changing some X,Y,Z values to 0,0,0
turns out the XYZ were for the centre of mass
Thankyou for all the tutorials
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geodav repliedtaking a wild guess here but you could try changing these values
Code:Begin Object Class=UDKVehicleSimCar 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),(InVal=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),(InVal=1150.0,OutVal=0.0))) EngineRPMCurve=(Points=((InVal=-500.0,OutVal=2500.0),(InVal=0.0,OutVal=500.0),(InVal=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)
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grahf_the_seeker repliedhello again, I've got better since the last time, but I have an issue that's driving me crazy. the car runs cool and all, but when I need to turn left or right with almost no speed the car rotates so slow y have no go reverse and left or right like three times to go back on the track. I checked my code and the steering option with the scorpion code and can't find any diference, could you tell what I'm missing, thanks for all the help
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geodav repliedok from the scorpian code it shows which wheels are steered
Code:Begin Object Class=UTVehicleScorpionWheel Name=RRWheel BoneName="B_R_Tire" 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="B_L_Tire" 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="F_R_Tire" 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="F_L_Tire" 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
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grahf_the_seeker repliedSTill With Problems
Sorry again, I'm the one whith the problem with the steering in the wheels.
I have still two problems, The Wheels of my car rotate in the oposite side I want, so when I press 'W' it goes back and when I press ´S´ It goes right, plus the wheels that steer when I press the keys are the ones in the back of my car
I checked all my code and can't find a reason for this to happen, you sayed that could be my code, but there no place where you can define which wheels are the front ones.
Second problem, sometimes, dependeding on how I export the car from Blender the car sounds like it's crashing over and over again, and it's still, in what I should call the right position.
What I'm doing wrong?
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geodav replied@crysis1414 from the look of the picture i would say the bone/pivots orientation is wrong
you also need an animtree in there otherwise you get all sorts of problems, just follow the tutorials through and you should be fine
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crysis1414 repliedI used a car model with the landbuggy code, using only bones for wheels and the car body. However when I run the game, the wheels spin the wrong way (I don't mean like it's going in reverse, it turns inward towards the car then outward, like if you were facing the car it rotates left to right) and the car barely moves, can't go reverse and often can't change directions.
Like this:
How could this be? I commented out the animtree and morphset, and my physics thing is one block. Thanks for any help and for your tutorials
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grahf_the_seeker repliedSorry for the big images, I just fixed that problem now,
about my wheel bones they are called F_R_Tire and F_L_Tire for the front ones and B_R_Tire and B_L_Tire for the one in the back, I'll check my code about that and ask the person that helps me with the 3D models about the orientation
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geodav repliedfirst try using small pics or the shot tag(looks like the UT3 icon)
ok most problems like this are caused by the orintation of the base bone(pivot) sorry i've no idea how to do that in blender but it has to be done before you skin the mesh to the rig
as for steer the wrong wheel most likely you got something mixed up in the code, eg which are the front wheel bone and which are the rear
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grahf_the_seeker repliedHello there, I have seen Geodav tutorials and another ones over the web and I have some issues with my UDK Vehicle, I made mine in Blender and when I import it from a PSK file, add the anim tree but at the end my car comes to game with the front pointing to the sky, the wheels roll backguards and when I try to turn the car the steering whels are the ones in the back istead of the ones in the front, I think is somthing in my modeling program but I have trying for more than a month and can't figure how to solve this. Could any of you help me please?
I add images of my problem
[SHOT]http://saga-deluxe.net/img/carro.png[/SHOT]
[SHOT]http://saga-deluxe.net/img/carro2.png[/SHOT]
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geodav repliedyou can probley do it via postprocess effects but its not something i've looked at sorry
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