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Quote: "keep up the good side of all the bad things" - K@vera |
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Positions of wheels
This is quite important, because it has a strong effect for handling of the car.
These values equal the center points of each wheel.
Once I was editing a truck, and I had to tweak the angular momentum proportions.
When I put 1.6 as Z-value, the handling went crazy. I thought that maybe those angular momentum proportions don't mean the exact width, height and length of the car.
But then I checked the wheels' positions: they had been defined as like in normal car, so the rear wheels were too front.
I had to double the Z-value for rear wheels, and then truck started to handle like real.
X:
If this is too narrow, your car will flip over in turns a bit more easily. If it's too wide, the game might crash: "Wheels outside all shapes"
That means that they are outside the bounding shapes. That's an annoying message, and it makes it difficult to edit cars like auto-scum gang members have.
So you have to make the bounding shapes wider, or put a smaller value the wheel's position.
The skidmarks seem to appear a little too much to center if you put the exact center point, so I usually add an extra 0.02 here.
Then 0.15 will become 0.17 , and -0.15 will become -0.17 , for example.
0.16 = Normal car's wheels position.
0.26 = A bus.
0.37 = Pitbull's Big Dump. (The skidmarks appear in the center of wheel, but they are too small...)
Y:
Not much to say. 0.07 is the default value.
Z:
Many of the cars are modeled so, that the value of the front wheels is different from the rear wheels.
In other words: at the center of the body Z-value is zero, not at the center of the four wheels.
But in that case I always translate the model so, that every wheel has the same Z-value. (Except that front wheels have the minus in front of them)
That's how I get quite balanced steering, and the centre of mass will become more important.
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