Hello fellow B3D users,
I've been having quite some difficulty now with a racing game I'm making...I have the racing car model, the track, and I want both of them to collide. Funnily enough, simply putting
Won't even give a sign of life. The cars do collide between eachother, though, but my greatest interest is with the track.
Well, besides the frustration, I got a second question:
Since my track is not only curvy along the X and Z axis (it goes up as well), I've been meaning to find a way to make the car align with whatever face is below him, thus aligning with the track. Now, the only way I thought of that was to create a Pivot, place it below the car, parent it to the car, set a collision\radius to it, move it some 4 units down (so it collides with the track), and then as long as the game goes I'd move it down, get the collision normal and align it with AlignToVector on the Y axis, so the car would follow as well. Is there any other (easier or harder, but with best results) way to do this?
Thank you for your time,
Rafael.
PS: I've posted the vehicles as 'cars', but in fact they are hovering vehicles such as the ones in WipeOut 64 (the main source of inspiration for my remake). I am planning to use Sin on the ship's Y axis in order to wave around like the vehicle is floating.
I've been having quite some difficulty now with a racing game I'm making...I have the racing car model, the track, and I want both of them to collide. Funnily enough, simply putting
EntityType Car,1 EntityType Track,2 Collisions 1,2,2,2
Won't even give a sign of life. The cars do collide between eachother, though, but my greatest interest is with the track.
Well, besides the frustration, I got a second question:
Since my track is not only curvy along the X and Z axis (it goes up as well), I've been meaning to find a way to make the car align with whatever face is below him, thus aligning with the track. Now, the only way I thought of that was to create a Pivot, place it below the car, parent it to the car, set a collision\radius to it, move it some 4 units down (so it collides with the track), and then as long as the game goes I'd move it down, get the collision normal and align it with AlignToVector on the Y axis, so the car would follow as well. Is there any other (easier or harder, but with best results) way to do this?
Thank you for your time,
Rafael.
PS: I've posted the vehicles as 'cars', but in fact they are hovering vehicles such as the ones in WipeOut 64 (the main source of inspiration for my remake). I am planning to use Sin on the ship's Y axis in order to wave around like the vehicle is floating.