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Car Setup Tutorials For Trents Maxscript Tools.

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Mad Mike's picture
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Submitted: Wed, 02/08/2017 - 11:18

Level 3 - Chapter 10 – Animated Steering wheel

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To improve the appearance of the driver inside the car. You will want them to hold onto the steering wheel and have it animated.

The Steering wheel typically has the following main settings

Quote:
Render Level:
  • ◦Set at 2,

Basic Settings:

  • ◦Enable Crushability and set to 0.0

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10-A] Steering Wheel Pivot

The steering wheel will need to be separated out from the rest of the steering column, and should be parented to the root of the vehicle (c_Body). The Pivot Point for the Steering Wheel (accessed via the hierarchy tab) must be at the centre of the wheel. Additionally, If your steering wheel is at an angle, then the pivot point must also be rotated, see below for reference.

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10-B] Physics Property

In addition to the basic structure data. I would recommend that the ‘Render Level’ for the steering wheel is set at 2 instead of 3. You will also need to assign the physics property of “STEERING_WHEEL” to the steering wheel. This will get the driver model to try and grip the steering wheel in-game. If the driver cannot reach the wheel, then you may need to adjust your driver position.
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10-C] Animation

To animate the steering wheel, you will need to assign a ‘Standard Animation’ through ‘Tool’ -> ‘Car’ -> ‘Standard Animation’.

  • ‘Animation Type’ needs to be left as ‘Rotate’
  • ‘Local Axis’ Should be set to Z
  • ‘Degree’ Value should be a negative value and match that of your steering input shafts on the steering rack (if present).
    // Remember that the wheel will rotate this number of degrees per 1 degree of steering angle. If the wheel Rotates too far, then the drivers arms will twist and clip through one another. Typically I aim for a maximum wheel rotation of 90-120 degrees, which means a ‘Degree’ Value of ‘-3’ when the maximum steering angle defined in the car setup is between 30-40 degrees.

Lastly, don’t forget to weld the Steering Wheel to its’ parent part. The weld vertex/vertices do NOT have to meet an actual vertex on the parent part.
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Level 3 - The End – Game Over

That's all Folks. The Level 3 Tutorial Car, now christened the 'Paralyser Grand Prick' is now complete.



Edited by: Mad Mike on Wed, 02/08/2017 - 11:18

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Mad Mike's picture
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Submitted: Thu, 20/04/2017 - 11:04

Troubleshooting

MaxScript Issues

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1] Upon export, I get an error message

‘–Unknown property: “Convert” in undefined’

This error can have one of at least two causes.

Cause 1 - Failed Texture Conversion
Sometimes this error will pop up when you export your vehicle and have enabled 'Convert Textures to TDX'. If it fails to convert the textures it will generate this error.

Cause 2 - Attaching or detaching Geometry from a part
If you make a change to any model part/s that result in a change in the number of triangles contained in that part (through any one of the following methods):
- Attaching parts
- Detaching Geometry from that part
- Deleting Geometry from that part
- Welding up Geometry
This results in the texture vertices and normals not matching up to the geometry vertices, and it will generate this error whenever you try to export this specific part to MDL. The simplest solution is to assign an 'Unwrap UVW' Modifier to any affected parts.
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2] Upon export, I get an error message

‘-Runtime error: Map support not enabled for specified map channel: 2’

This error means a mesh is missing a vertex colour channel. You should make sure that any vertices which aren't used for welds or the driver box (green, red, blue or purple as the common colours for those) should be set black with the alpha set to 1.0
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3] DotNet Error Message when launching the Maxscript

If the following error comes up when you run the maxscript:

An attempt was made to load an assembly from a network location which 
would have caused the assembly to be sandboxed in previous versions 
of the .NET Framework. This release of the .NET Framework does 
not enable CAS policy by default, so this load may be dangerous. 
If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources 
switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.

To remove this message, you will need to make a change to the "3dsmax.exe.config" file, which can be found in the "3dsmax XXXX" Root directory (where XXXX is the year of your version of 3dsmax).

Open the config file, and add the following code to the configuration:

  <runtime>         
    <loadFromRemoteSources enabled="true"/>
  </runtime>

For more information on this error. Head to https://www.sigershop.eu/doc-troubleshooting/
Thanks to Starbuck for providing this updated link.
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Edited by: Mad Mike on Thu, 20/04/2017 - 11:04

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Mad Mike's picture
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Submitted: Thu, 20/04/2017 - 11:19

Troubleshooting

[WIP] Issues/Errors/Warnings, and tips for testing vehicles

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1] Balancing cars & issue of APO upgrades

When setting up & testing your cars in CarMODgeddon, you may find it is difficult to balance the stock performance & strength of your vehicle with the official cars due to the automatic APO upgrades applied to the AI drivers, which match the upgrades you have unlocked in the career rather than the APO upgrades on your currently selected vehicle, especially if you do not have any spare upgrade tokens to upgrade your car.

To test cars with 'stock' APO. Create a new save game for using in CarMODgeddon.
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2] Model & Material Issues

A] Model flashes pink

  • Missing Materials, check material names in car folder against names in 3dsmax
  • Invalid Material IDs, make sure material IDs on all parts start from 1 and are sequential

B] Model is really shiny, &/or textures are all back, &/or normal maps looks all weird

  • Missing Textures, check texture names in material (MT2) file are correct

C] Model/s are invisible

  • Materials referencing shaders that do not exist, check the shader type in the material (MT2) file is correct

D] Model Parts are all messed up (exploded)

  • Likely to be an issue with scaled parts - Make sure "Bake Scale Into Mesh" has been ticked under "CNT Hierarchy" on all model parts before exporting.


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3] Serious In-Game Issues & Crashes

This could be one long list...
A] Game Crashes upon event load (many, many causes, That is an understatement)

  • i] Invalid/mixed up physics properties in structure.xml
  • ii] Invalid weld strength in structure.xml
  • iii] Broken trailer hitch on vehicle or trailer in respective structure.xml

B] Tires are off-set in-game (multiple causes)

  • i] No weld vertices on wheel welds in structure.xml
  • ii] Mixed up physics properties in structure.xml

C] Game Crashes as vehicle takes damage

  • i] broken welds (incorrect weld vertex colours for jointed welds) in structure.xml
  • ii] broken joints in structure.xml

D] Game crashes when flaps open

  • i] broken welds (incorrect weld vertex colours for jointed welds) in structure.xml
  • ii] broken joints in structure.xml

E] Wheels are invisible

  • Materials referencing shaders that do not exist, check the shader type in the material (MT2) file is correct
  • Wheels not enabled in Minge

__________________________

4] Less serious issues

This could still be one long list...

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Edited by: Mad Mike on Thu, 20/04/2017 - 11:19

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Mad Mike's picture
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Submitted: Wed, 09/12/2015 - 21:29

Reserved For the following Level 3 Tutorial sections:
Possible expansion roughly covering >4 wheel setup (structure data for all indexed wheels has to be done manually) may go here.

Edited by: Mad Mike on Thu, 20/04/2017 - 11:01

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Mad Mike's picture
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Submitted: Wed, 09/12/2015 - 21:29

Reserved For the following Level 3 Tutorial sections:
Expansion where necessary

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starbuck's picture
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Submitted: Sat, 12/12/2015 - 11:04

Just checking back after playing COD BO3, SW BF and Yoshis World (For my wife :) )

All I can say is Holy Crap, good work.

Edited by: starbuck on Sat, 12/12/2015 - 11:05

Why is it that when you are a child at the dinner table you can get punished asking for someone to please pass you the fork and knife ?

Mad Mike's picture
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Submitted: Sun, 13/12/2015 - 13:14

Thanks Starbuck.

Some extra tutorial news:

After ripping apart the '67 Rattlers front suspension and rebuilding it, I have successfully completed my first test of Macpherson Strut suspension. The Tutorial sections for that suspension type will be coming soon enough.

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phlooo's picture
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Posts: 12
Submitted: Mon, 22/02/2016 - 17:18

Hello Mad Mike, and thank you very much for the dedication you put in this guide.

I have a problem though...
I followed the first level and exported my car. But when I open the structure.xml it's empty... Actually there is just the headline but nothing is defined inside the STRUCTURE balise...

I used a model I ported from a GTA V addon car.

It's so frustrating :(

Mad Mike's picture
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Submitted: Mon, 22/02/2016 - 17:46

Hi Phlooo.

When you began setting up the car, did you use the 'Configure Car Structure' tool under 'Tools' -> 'Car' on the root of the vehicle (c_Body)?

'Configure Car Structure' adds the root vehicle characteristics modifiers, which are necessary for the vehicle structure to export properly. If the root of the vehicle does not have the 'car characteristics' set, then when you export, the structure.xml will look like this:

<?xml version="1.0" encoding="utf-8"?><STRUCTURE>
	<CHARACTERISTICS>
		</CHARACTERISTICS></STRUCTURE>

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phlooo's picture
Fluffy Bunny
Posts: 12
Submitted: Mon, 22/02/2016 - 17:53

First, thanks for your fast reply!

And yes, I did use this option on the c_Body, as indicated in the guide.

But my structure.xml looks exactly like this, that's why I dont understand...

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