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UDK/UT3 Video Tutorials List and Support Thread

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    I 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

    Comment


      @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

      Comment


        STill 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?

        Comment


          ok 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
          with the direction problem i'd still say your bone orinetation is wrong

          Comment


            hello 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

            Comment


              taking 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)

              Comment


                Hi,
                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

                Comment


                  np's glad you got it fixed

                  Comment


                    I 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

                    Comment


                      thats 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

                      Comment


                        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

                        Comment


                          ok lets see if this helps,
                          in the properties of the turrets skeleton controller(animtree)
                          1. "Constraint" Invert Yaw tick box "tick"
                          2. "Adjustments" Apply Rotation tick box "tick"
                          3. "Rotation" Bone Rotation Space list -> BCS_ActorSpace

                          if unsure shout and i'll do a little vide for you

                          Comment


                            Hey GeoDav , I have a problem with opening the package provided in the UDK Tank tutorial. when i open UDK and in the Content browser i choose load external package , it crashes. My udk version is : 2011-06

                            have any ideas ?

                            Comment


                              it didnt work
                              Here is a pic of the setting i have on the turret rotaion.

                              http://imageshack.us/photo/my-images/833/unled2tj.png/

                              I cannot change the bone rotation >yaw = 90
                              this is probably because I have had to change the Origen rotation of the skelaten mesh as it is from maya but then there should also be a roll set to -90.
                              __________________________________________________ _____________________

                              TO U F O
                              if you put the package (the UPK file) into the following fileder in your udk directory

                              \UDK-2011-05\UDKGame\Content\Vehicles\geo

                              it should appere in your content browser
                              so dont need to load anexternal package

                              Comment


                                i did place geo's package there and it appeared in the content browser , but now when i try to open , double click or right click them , UDK crashes

                                Comment

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