Author Topic: Flatout 2 Cars Take 2  (Read 443 times)

Halal Meats

  • Posts: 33
Thanks for the list, that is very useful!

Halal Meats

  • Posts: 33
How are you supposed to deal with solidbody and the collision spheres? I tried to make my own solidbody and it said the solidbody is supposed to be a "single batch". I have no clue what that means. Then I tried to make the solidbody a square and it didn't say there was a solidbody at all.
I set the material to the same as the one on the original solidbody both times.

So then I tried to just move their collision spheres and change the shape of the solidbody but I got some pretty wacky results from that. Everything bent into very sharp shapes, and the textures started to have some crazy shadow.

Do I need more collision spheres? Less? Is there something special you need to do make a 'solidbody'?

Thanks!

Heddly

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  • Posts: 543
Topic: How to adjust deformation?

http://community.bugbeargames.com/index.php?topic=9213.0

Ive found that the solid body has to cover the body. Anything outside will deform weirdly. The collision spheres control the actual vert movement so you need them covering most of the collision points (front/rear/doors/roof).But you can have smaller ones in places like the bonnet back/A pillars so the bonnet folds up rather than whole front end rising.

The amount of movement allowed per hit is controlled by deformscales.dfsc (global settings). Ive found each curve in this file just needs increasing (so the maximum is 10) to remove the 'maximum potential damage'.
Mechanical i.e steering/tire damage is caused by the position of the damage sectors on the model,damage_sectors.dmsd,settings.vsbd,tire_damaged.vstd.

sam223

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  • Posts: 2931
Topic: How to adjust deformation?

http://community.bugbeargames.com/index.php?topic=9213.0

Ive found that the solid body has to cover the body. Anything outside will deform weirdly. The collision spheres control the actual vert movement so you need them covering most of the collision points (front/rear/doors/roof).But you can have smaller ones in places like the bonnet back/A pillars so the bonnet folds up rather than whole front end rising.

The amount of movement allowed per hit is controlled by deformscales.dfsc (global settings). Ive found each curve in this file just needs increasing (so the maximum is 10) to remove the 'maximum potential damage'.
Mechanical i.e steering/tire damage is caused by the position of the damage sectors on the model,damage_sectors.dmsd,settings.vsbd,tire_damaged.vstd.


Wow that was some time ago heddly. If its deforming like a sea anemone then this, 'the solid body has to cover the body. Anything outside will deform weirdly' is the problem most likely. Also check position,make sure origin is set correctly (pivot point in 3dsm i think)
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Halal Meats

  • Posts: 33
I think the deform might be weird because of where I put the collision spheres, I edited the solidbody to cover the body and it seems to have made the body deform better, but things like the fenders and the engine are still deforming pretty poorly.

I think I either have too many collision spheres or they are not in the right places. Either way, deforming for this car will be hard because I have been trying to get it to break 300 mph (it is the flatmobile, after all), so I have to get the deform pretty good otherwise it will be weird. Right now it tops out at 243 but I stopped messing with those files because I thought it would be better to focus on getting the model fully in the game first.

Right now I have 3 other problems I am trying to solve.

1. Sometimes the steering locks up above 175 mph.
I noticed this on one of the tracks in The Very Track Pack (The biggest oval one, I don't remember the name). There are some collision noises that I thought might be the body hitting the ground but I never really figured it out. I don't get fast enough on the other tracks to see if it still happens there.

2. The ride height wont change anymore.
If I change the ride height in the suspension part file it doesn't change anything. The car is sitting higher than it should be. I think this happened after I changed the solidbody but I am not completely sure.

3. Flappy wheels after collisions... (again)
Same problem I had with the CTR's wheels before. It wasn't as bad with low speed collisions but with high speed collisions the wheels start rotating around an invisible axis. I reset Xform and reset the pivot to the center but nothing changed. My only guess is that the tire size in "tires/stock_(front/rear).vtif" is not correct (I haven't changed it). Also, I renamed the wheel hubs from the original model to be the brake discs, but they float outside the car for some reason. I had this problem before but I don't remember what I did to fix it.

I'll but troubleshooting these but if you know about these issues and could offer some help that would be great!