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    Vehicle WIP in Leadwerks 4.6

    1 hour ago, Jorns2 said:

    So, that can be used for tanks ? and wil be avaiable for .lua?

    You could make a tank with this using lots of wheels. I am not making a tread system right now, but that is possible simply by using the hinge joint:

    32 minutes ago, Marcousik said:

    This looks great.

    But I have to ask: It would have been so interesting for me (and maybe others) to know the issue on how to get a solid car when using the joints system a few members here worked on for a few months.. ;) !! Could/is this now be possible ? 

    Here is the source for the vehicle class. It just uses regular joints. There is one tricky part I have to customize though so the wheel collision is better at high speeds.
    Vehicle.h
    Vehicle.cpp

    • Confused 1

    Vehicle WIP in Leadwerks 4.6

    Yes, you can have your own physics shape for the chassis. In fact you can also now have your own physics shapes for the wheels.

    A search for the term "wheel" will return a false positive if a limb called "steeringwheel" is encountered. Perhaps if the name contains "tire" or if the left five characters are "wheel" or if the name contains "wheel" AND does not contain "steer"?

    It's easiest to just throw a script on a model, but a C++ example will also be provided.

    • Upvote 1
  1. Right, with just a couple of features the CSG mapping in Leadwerks will be capable of more. If you already know how to make all your models in Blender or another program, it's fine to do it that way, but this is designed for people who aren't necessarily expert artists.

     

    UV mapping with constructive solid geometry tends to be quite a lot simpler. In Leadwerks this can be done by selecting a face and then you can just align the texture to an edge, center it, stretch it over a face, etc. It's a really fast way to get your UV mapping adjusted properly in the places it needs it.

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