SnowFella Posted November 2, 2004 Share Posted November 2, 2004 I'm working on getting my second tracked vehicle ingame and running and I've come across something pretty weird. Everything looks ok aslong as it's stationary but as soon as it starts moving something really funky happends. Top left is stationary, other 3 are after it's started moving. I'e gone through the helper points time and time again but nothing seems to be off. Anyone got any ideas??????? Snow Quote Link to comment Share on other sites More sharing options...
WP33 Posted November 2, 2004 Share Posted November 2, 2004 No ideas, sorry, but whoa! That's a trip! Did it completely flip over underground? Quote Link to comment Share on other sites More sharing options...
SnowFella Posted November 2, 2004 Author Share Posted November 2, 2004 Nah...it didn't just flip. That's only 3 frames in a constant rotation. Bloody thing just sits there and spins Quote Link to comment Share on other sites More sharing options...
GRT Posted November 2, 2004 Share Posted November 2, 2004 I had that happen to my police car for my NHR mod. Instead of moving foward it would just flip end over end. I sent it over to chems and i think i didnt have something grouped right or an axle wasnt in the right place. This also happened. Quote Link to comment Share on other sites More sharing options...
cobaka Posted November 2, 2004 Share Posted November 2, 2004 I take it your first model worked right? How do they compare in Max? I would guess it's either 1. model not pointing down x-axis, 2. helper points rotated, or 3. export coordinates wrong (with your experience I don't suspect 1 or 3). I seem to recall having problems when I added helper points before rotating the model to face the right way. I had to delete and re-do all the points. Also some of the helper point names seem to be case sensitive. Quote Link to comment Share on other sites More sharing options...
SnowFella Posted November 3, 2004 Author Share Posted November 3, 2004 @Cobaka: thanks for the input mate, can't say I have all to much experience in these matters though as I've only done one tracked vehicle before and that worked on the first attempt....can we say "beginners luck" ppl? I acctually used my first tracked vehicle to do a scale comparison with so I'm very sure this one is pointing along the X-axis. All helper points were placed in the top viewport so I doubt they are rotated, I'll start swapping them one by one for new ones just to make sure. As for export co ordinates...kinda lost me there mate! I've used the same export settings that I'm using for this one to re-export my old vehicle and that one still works fine ingame. Only thing I can think off off the top of my head that could of messed things up, that's unless it is a helperpoint that's off, would be that after tagging most of the model I noticed it wasn't centred to the origin point (off in x and y) so I repositioned the whole mesh and helpers to match the origin. Not sure if this would mess anything up though as I didn't rotate anything. I'll keep on trying in the morning to export this sucker, atleast I've gotten some time to work on the texture while trying to figure this out. Quote Link to comment Share on other sites More sharing options...
cobaka Posted November 3, 2004 Share Posted November 3, 2004 Those are the only things that I can think of that would affect the coordinate system, which seems to be the problem. I once had the helicopter rotor blade helper rotated and it spun around the model like that, so that's why I thought of it. Also, do you have the BMP reference model from Piggyson's site? I can get it to you if you need. Quote Link to comment Share on other sites More sharing options...
larocket83 Posted November 5, 2004 Share Posted November 5, 2004 That exact same thing happened to me. It's the grouping. I'd ungroup everything and then do it over again. Thats what i had to do. Quote Link to comment Share on other sites More sharing options...
SnowFella Posted November 6, 2004 Author Share Posted November 6, 2004 Sounds like I just might have to do that, I've gone over the grouping and helpers time and time again and just can't find anything that would be off. Only thing that's different in the groups if I compare to my earlier CV9040C model is that the weapon helper for the MG is inside the maingun group (the CV has it in the turret groups and that works fine), the BMP reference however suggests that the MG helper can be placed inside the maingun group. I just can't make sense of it! Quote Link to comment Share on other sites More sharing options...
blakarion. Posted November 7, 2004 Share Posted November 7, 2004 Problem solved and the APC now works fine (it was a duff point on one of the tracks), and will enjoy using it for scripting in Swebat 2005 !!!! Quote Link to comment Share on other sites More sharing options...
SnowFella Posted November 8, 2004 Author Share Posted November 8, 2004 Yup, she's ingame and running fine now Thanks for finding the bug in the trackgroup mate, weird thing is that it was tagged ok but GR just didn't like it for some reason And now I'm finding even more fun limitations of the GR engine, seems a vehicle won't engage another vehicle unless it has a maingun set to use a .prj file. Guess this is going to have to be a antipersonell vehicle only, was atleast hoping it would be able to knock trucks and jeeps out Quote Link to comment Share on other sites More sharing options...
blakarion. Posted November 8, 2004 Share Posted November 8, 2004 Yep - the GR Vehicles are useful, but only in strictly defined ways : which makes them less than ideal. Oh well, we can but keep trying Quote Link to comment Share on other sites More sharing options...
Suicide Commando Posted November 9, 2004 Share Posted November 9, 2004 Hopefully GR2 will rectify the not engaging all targets limitation. Still, though, looks amazing in-game as I said in the SweBat thread. Glad you got it sorted. Quote Link to comment Share on other sites More sharing options...
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