hovercar

hovercar

Re: hovercar Posted by LAzerMANiac on Thu May 26th 2005 at 9:21pm
LAzerMANiac
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Posted 2005-05-26 9:21pm
204 posts 100 snarkmarks Registered: Sep 30th 2003 Occupation: A student/mapper for Xen Rebels Location: Fremont, CA
The game_ui entity seems to yield ulimited (almost) potential in designing player-controlled brush-based vehicles... Except I have no freaking clue how to make one. I'm trying to make rp_ map that is futuristic in its sense and I need to make some sort of hovercar that could drive on wheels or fly in the air... Any ideas how to make something like that? I'm no good with game_ui or any of the phys entities...
The Plane, my ongoing HL2 comic.
Re: hovercar Posted by Crono on Thu May 26th 2005 at 9:50pm
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Posted 2005-05-26 9:50pm
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Didn't glass put up a link to something about hovering objects a day or so ago?
Blame it on Microsoft, God does.
Re: hovercar Posted by wil5on on Fri May 27th 2005 at 7:42am
wil5on
1733 posts
Posted 2005-05-27 7:42am
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I've done various experiments with such things...

I havent been able to figure out a way to make a vehicle hover slightly above ground like a hovercraft, thats not to say it cant be done. If you figure out how, tell me. Wheeled vehicles seem to work ok. I've tried using a phys_motor to directly rotate the wheels, however, since the wheels arent perfectly circular this can make control erratic, and needs huge torque from the motor. The most successful vehicle I've had was wheeled, powered by a phys_thruster. I also used thrusters for steering.

To actually make the vehicle, presumably you already have the basic vehicle structure from the tutorial, that is, all the game_ui, logic entities, and a physbox/thrusters that is controlled by the player. A phys_thruster applies a force on a given phys object (your vehicle) in a given direction. Youll want to use these for controlling your vehicle, instructions for the specifics of that are in the tutorial. To make a wheeled vehicle, youll need some prop_physics with a wheel model for wheels. Place these where you want the wheels of your vehicle to be. Then, place 4 phys_hinge entities near the wheels, and drag the helpers out so they each appear like an axle for each wheel. Set the "entity 1" in each hinge to its corresponding wheel, and "entity 2" to the vehicle itself. You now have a vehicle that rolls on wheels. Just follow the basic principles that make a real vehicle work, and you should be fine.
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Re: hovercar Posted by DrGlass on Fri May 27th 2005 at 9:38am
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Posted 2005-05-27 9:38am
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phys_thruster + phys_keepupright

something like that would do it
Re: hovercar Posted by wil5on on Fri May 27th 2005 at 1:31pm
wil5on
1733 posts
Posted 2005-05-27 1:31pm
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For hovering? You could definitely get it off the ground, but in my experience, altitude control is limited at best, somewhat like Lunar Lander. I suppose youd have to precisely balance the thrust and weight... which would be a bit tricky.

If you want to go down this path, turn off the vertical thruster's "apply torque" flag, otherwise it can send you off balance (even with a keepupright).
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: hovercar Posted by habboi on Fri May 27th 2005 at 2:15pm
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Posted 2005-05-27 2:15pm
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Re: hovercar Posted by LAzerMANiac on Fri May 27th 2005 at 3:41pm
LAzerMANiac
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Posted 2005-05-27 3:41pm
204 posts 100 snarkmarks Registered: Sep 30th 2003 Occupation: A student/mapper for Xen Rebels Location: Fremont, CA
habboi=my god

thank you mate
The Plane, my ongoing HL2 comic.
Re: hovercar Posted by habboi on Sat May 28th 2005 at 12:56pm
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Posted 2005-05-28 12:56pm
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Glad I could help :smile: