Help! I can't get my car to move!
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Jolan Nolan
wannabe
Join date: 12 Feb 2006
Posts: 243
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05-13-2006 04:39
Whether I use the 'Realistic Car Script' found here on the forum, or the basic boat script I got at the University, the results are the same. The camera is messed up and the vehicle doesn't move at all. Is there a direction it has to be facing prior to inserting the script, and does that go for all scripts or just the main one? How do I set up the camera so it's behind the vehicle?
- Jolan
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Rodrick Harrington
Registered User
Join date: 9 Jul 2005
Posts: 150
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05-13-2006 12:24
First thing . . . if it's not moving at all it's probably too many prims . . . physical objects can have a maximum of 31 prims . . . remembering that a passenger or driver counts as one prim. If that's not the issue, then lets dig deeper 
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Jolan Nolan
wannabe
Join date: 12 Feb 2006
Posts: 243
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05-14-2006 07:54
Including 2 seats and 2 people it's a grand total of 29 prims (I made sure to be at least 2 under). The first time I put the script into the car the camera was looking at the side of it. Would we be able to meet in world sometime and you can show me exactly what I'm doing wrong? I'll give you a free copy of it  . - Jolan
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ArchTx Edo
Mystic/Artist/Architect
Join date: 13 Feb 2005
Posts: 1,993
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05-14-2006 08:17
The root prim of the vehicle, the one that is highlited yellow, the one that you put the scritp in has to be oriented with no rotations (0 in all rotation boxes) and so that the front of the vehicle faces east.
To understand this better, you can make the most basic vehicle out of one prim, no wheels, make it long and wide so it doesnt tip over when you sit on it, install the vehicle script in it and take off driving.
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Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
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05-14-2006 10:10
You don't need to count the passengers. I have a 31 prim vehicle that works fine. You just have to make sure you're not sitting in it when you perform the linking.
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Jolan Nolan
wannabe
Join date: 12 Feb 2006
Posts: 243
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05-14-2006 11:07
It's all very confusing! Why can't it be as simple as an arrow you set I found the Simple Car Script, which seems like the same thing, and When I have the seat facing forwards, the whees turn 90 degrees and look sideways! I can't run the car without the wheels so I can't try that single prim car you mention. I swear when this is done I'm gonna write my own tutrial complete with a full color diagram! - Jolan
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Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
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05-14-2006 11:15
I think the vector parameter VEHICLE_REFERENCE_FRAME takes care of this. I read that this is the parameter you set so that you can have an arbitrary orientation for the root prim. I have not tested it myself because I've found it a simple matter to have at least one correctly oriented prim to set as a root prim for purposes of orienting the vehicle.
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Jolan Nolan
wannabe
Join date: 12 Feb 2006
Posts: 243
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05-14-2006 11:21
So it doesnt matter what rotations the vehicle has on it, it just has to face East, and the root prim has to be facing 0,0,0? Then I'm guessing you set the person's rotation with values within the main script?
- Jolan
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Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
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05-14-2006 11:22
From: Jolan Nolan So it doesnt matter what rotations the vehicle has on it, it just has to face East, and the root prim has to be facing 0,0,0? Then I'm guessing you set the person's rotation with values within the main script?
- Jolan Yep.
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Jolan Nolan
wannabe
Join date: 12 Feb 2006
Posts: 243
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05-14-2006 11:30
And you do all this positioning BEFORE you insert the script for the first time? Or does it matter?
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Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
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05-14-2006 11:32
Doesn't matter when the script goes in as long as either:
1. You set the root prim properly and linked the vehicle parts. With this condition you can just drop the script in and it goes straight to the root prim.
2. You put the script in the root prim before linking.
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Jolan Nolan
wannabe
Join date: 12 Feb 2006
Posts: 243
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05-14-2006 12:11
well... YES! and ARGH! My crap-car runs (Gotta test the truck) but the wheels are turned wrong. Any idea what I change to make them stay in the direction of the car? *edit* here's a screenshot so far:
*EDIT2* Well doesn't that just piss me off! I mean, it works Perfectly in the truck and I don't know why!
- Jolan
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
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05-15-2006 08:11
This is all completely off the top of my head, but:
As I recall, Aaron's wheel script assumes you are using a cylinder rotated <90,0,0> relative to the vehicle's root prim local axis, which at creation should be <0,0,0>. You appear to be using a torus shape for your wheels, which you would want at, I think, <0,0,90>, instead. You would have to go into the wheel script and find where Aaron defines the position for each frame of the wheel's movement and set new values.
_____________________
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Jolan Nolan
wannabe
Join date: 12 Feb 2006
Posts: 243
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05-15-2006 10:43
Oh duh, of course /me is stupid  . Anyways, I got my Hum-Vee moving and the guy is positioned inside even though it's not hollow  and now I'm messing with the camera. Soon I'll start figuring that gun turret  . Thanks for all you's help! - Jolan
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