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An easyer way?

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Mad_Maxine
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An easyer way?

Post by Mad_Maxine »

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!"
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coffeycup
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Re: An easyer way?

Post by coffeycup »

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
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Mad_Maxine
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Re: An easyer way?

Post by Mad_Maxine »

I kinda managed to do it by making the wheels bti smaller each time, then shrinking the bbox to it..

Thanks coffee :P
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Savage-Elve
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Re: An easyer way?

Post by Savage-Elve »

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. :grin:
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TTR
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Re: An easyer way?

Post by TTR »

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.
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Deep_Blue
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Re: An easyer way?

Post by Deep_Blue »

"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' :rofl: :rofl: :grin:

I thought I was the only dumbass that ever did that! :lol:
***When I die may I be surrounded by scattered chrome and burning gasoline***
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