Yue Posted November 19, 2017 Share Posted November 19, 2017 This defect can be corrected, the vehicle does not fall while in this position. Quote Link to comment Share on other sites More sharing options...
Einlander Posted November 19, 2017 Share Posted November 19, 2017 Is it a polymesh? Those dont move. Does it have mass? If not it wont move. I don't see it's collision shape, so you might want to take a look at that. 1 Quote Link to comment Share on other sites More sharing options...
Yue Posted November 19, 2017 Author Share Posted November 19, 2017 There's something strange going on here. When I put a polymesh the force of gravity does not attract it even though it has 2000 mass. If I put another body type, if it's attracted to gravity. Something strange is that it only happens in the rear of the vehicle in the front if it goes downwards, without any problem, gives the impression that automatically the center of gravity is in the front, and I don't know how to change that point of gravity to my needs. Quote Link to comment Share on other sites More sharing options...
Einlander Posted November 19, 2017 Share Posted November 19, 2017 2 minutes ago, Yue said: There's something strange going on here. When I put a polymesh the force of gravity does not attract it even though it has 2000 mass. If I put another body type, if it's attracted to gravity. Something strange is that it only happens in the rear of the vehicle in the front if it goes downwards, without any problem, gives the impression that automatically the center of gravity is in the front, and I don't know how to change that point of gravity to my needs. Polymeshes do no move at all. Even with large mass. Use any option, but not polymesh when you want something to move. 1 Quote Link to comment Share on other sites More sharing options...
Yue Posted November 19, 2017 Author Share Posted November 19, 2017 Okay, he's already attracted by the force of gravity, but it's exactly as you see in the picture. Something unrealistic. Quote Link to comment Share on other sites More sharing options...
Yue Posted November 19, 2017 Author Share Posted November 19, 2017 New Image, Ok, error. Quote Link to comment Share on other sites More sharing options...
Yue Posted November 19, 2017 Author Share Posted November 19, 2017 I'm thinking about the center of gravity mass of the vehicle, is there any way to modify that center? it looks like it's moving forward towards the engine of a normal car. Quote Link to comment Share on other sites More sharing options...
Josh Posted November 19, 2017 Share Posted November 19, 2017 13 hours ago, Yue said: I'm thinking about the center of gravity mass of the vehicle, is there any way to modify that center? it looks like it's moving forward towards the engine of a normal car. Can you post your model with an example? I don't know why it is so front-heavy. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
macklebee Posted November 19, 2017 Share Posted November 19, 2017 26 minutes ago, Josh said: Can you post your model with an example? I don't know why it is so front-heavy. You can download the model for free from here: https://free3d.com/3d-model/forklift-21058.html Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Josh Posted November 19, 2017 Share Posted November 19, 2017 If anyone can provide a working example I will try it. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Yue Posted November 20, 2017 Author Share Posted November 20, 2017 Ok I'm going to upload a file from my example in Lua script. Just give me a moment. Quote Link to comment Share on other sites More sharing options...
Yue Posted November 20, 2017 Author Share Posted November 20, 2017 Ok, here Download Sample.https://www.dropbox.com/sh/qpaxiitgxkobsll/AAAEw_jyKTFh7roJ0M0zfthDa?dl=0 Quote Link to comment Share on other sites More sharing options...
macklebee Posted November 20, 2017 Share Posted November 20, 2017 16 minutes ago, Yue said: Ok, here Download Sample.https://www.dropbox.com/sh/qpaxiitgxkobsll/AAAEw_jyKTFh7roJ0M0zfthDa?dl=0 What are you using to compress? Unable to unzip or the file is corrupt. 1 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Yue Posted November 20, 2017 Author Share Posted November 20, 2017 17 minutes ago, macklebee said: What are you using to compress? Unable to unzip or the file is corrupt. I'm using winrar, I tried the download here and download it correctly. Quote Link to comment Share on other sites More sharing options...
Josh Posted November 20, 2017 Share Posted November 20, 2017 I got it. When I remove the vehicle script the model falls as expected. So this is a problem in the vehicle system. And since the vehicle system is being totally rewritten right now there is nothing to do at the moment but wait for 4.5. Is the scene supposed to look like this in the editor or do I have a bug to hunt? Why are the tires so far away? 1 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Yue Posted November 20, 2017 Author Share Posted November 20, 2017 19 minutes ago, Josh said: I got it. When I remove the vehicle script the model falls as expected. So this is a problem in the vehicle system. And since the vehicle system is being totally rewritten right now there is nothing to do at the moment but wait for 4.5. Is the scene supposed to look like this in the editor or do I have a bug to hunt? Why are the tires so far away? Okay, I'll wait for version 4.5 :). On the tires, I don't know if it's the right way to implement it, what I do is this. I put on the scene the chassis, and then each tire where it belongs, then I assign the script to the chassis. When this is done it is not displayed for fractions of a second that the tires run into place when the game is released. If the rims are this far apart as shown in the picture, you can see that the tyres run to the chassis position, but it is usually very fast. I guess it's not a mistake, just to put the vehicle on the scene with their respective tires in place. Kind regards. Quote Link to comment Share on other sites More sharing options...
Josh Posted November 20, 2017 Share Posted November 20, 2017 Does my screenshot appear the same for you in Leadwerks 4.4? Is that how you actually placed the tires? 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Yue Posted November 20, 2017 Author Share Posted November 20, 2017 Here image on editor. Quote Link to comment Share on other sites More sharing options...
Josh Posted November 20, 2017 Share Posted November 20, 2017 Okay cool, just wanted to make sure I didn't mess anything up. My advice is to wait for the 4.5 beta vehicles to be ready. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Yue Posted December 24, 2017 Author Share Posted December 24, 2017 I have taken this up again, but now it is impossible to put the tires back in place. It should be noted that it is the same project of 4.4 updated to version 4.5 of LE Quote Link to comment Share on other sites More sharing options...
Yue Posted December 24, 2017 Author Share Posted December 24, 2017 Code Script Lua Vehicle. script.llanta1 = nil --entity "Llanta 1" Script.llanta2 = nil --entity "Llanta 2" Script.llanta3 = nil --entity "Llanta 3" Script.llanta4 = nil --entity "Llanta 4" function Script:Start() InitVehiculo(self.entity) end function Script:UpdateWorld() end function Script:UpdatePhysics() self.llanta1:SetMatrix(montaCarga:GetTireMatrix(0)) self.llanta2:SetMatrix(montaCarga:GetTireMatrix(1)) self.llanta3:SetMatrix(montaCarga:GetTireMatrix(2)) self.llanta4:SetMatrix(montaCarga:GetTireMatrix(3)) if window:KeyHit(Key.A ) then self.entity:Translate( 0, 15, 0 ) self.entity:SetRotation(0,-90, 0 ) end end function InitVehiculo( malla ) montaCarga = Vehicle:Create( malla ) local ejePos = 0.6 local ejeAlt = 0.3 local posZ = 1 local radio = 0.35 local ancho = 0.3 montaCarga:AddTire( ejePos, -ejeAlt, posZ, 100, radio, ancho, false,200, 2000, 0.01) montaCarga:AddTire( -ejePos, -ejeAlt, posZ, 100, radio, ancho, false ,200, 2000, 0.01) montaCarga:AddTire( ejePos, -ejeAlt, -posZ+0.25 , 100, radio, ancho,false,200, 2000, 0.01) montaCarga:AddTire( -ejePos, -ejeAlt, -posZ+0.25 , 100, radio, ancho,false,200, 2000, 0.01 ) montaCarga:AddAxle(0,1) montaCarga:AddAxle(2,3) montaCarga:Build() montaCarga:SetEngineRunning( false ) montaCarga:SetHandBrakes(0) end Quote Link to comment Share on other sites More sharing options...
macklebee Posted December 24, 2017 Share Posted December 24, 2017 you responded to this post - so you know vehicles do not work right now in 4.4 or 4.5 beta? 1 1 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Yue Posted December 24, 2017 Author Share Posted December 24, 2017 Okay, I'll wait then next LE updates. 1 Quote Link to comment Share on other sites More sharing options...
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