Trying to get back into modding for the game by creating a custom wheel. Thinking if I can't get a simple wheel to work how can I get anything to work at all? Essentially the wheels are flying above and below the car, even though I am using the wheels that come with the game as a base. Any help would be much appreciated. I have attached a zip of the mod for anyone to look through and see what I am doing wrong. Cheers.
Since no one is biting here is a picture of the problem (excuse the texture problems): I am using the Wangan wheels as a base for my JBeam. Here is a picture of my model before export, it's set to 0, 0, 0.
Looks like one or more issues with your export (as you probably assumed). Unfortunately I'm not a 3ds MAX user. I can tell you what I see when I import the DAE into Blender though: Your "object" is Untitled and contained inside a named "empty". This functions and it's done for some of the game's official assets, but it's not something I normally do and it caused me trouble when I tried to fix your DAE. In Blender I simply unparented the object from the empty (ALT+P), renamed the object to the correct name, and deleted the empty. Your empty has rotation on it on both the X and Z axis (check the screenshot below). In Blender I use CTRL+A and then select Rotation. Your object ("Untitled") has a non-zero Location (see other screenshot). In Blender I use CTRL+A and then select Location. With that stuff fixed I was able to re-export the DAE (for modders using Blender it's worthwhile to pay attention to the first few export options and make sure that the filename doesn't get messed up by Blender... it likes to double up on the DAE extension if you're note careful) and get the wheel positioned correctly in game. The jbeam needs tuning for your offset of course. EDIT: I forgot to say... I think maybe the correct thing in 3ds MAX would be "Reset XForm"??? EDIT2: I don't think that's enough by itself. Maybe do Reset XForm + "You can collapse the object to absorb the rotation and scale values into the object mesh." ? If you'd like you can post some screenshots of your scene hierarchy in 3ds MAX and the export process.
Yeah I tried resetting Xform in Max but it didn't do anything. I didn't realise that it was for some reason attached to another object, how odd. I created a new object which I set to 0, 0, 0, and then moved the object's mesh into that and that seemed to have done the trick. The only trouble I have now is that I'm not sure how to change the offset in the game, any help with that?
(I think I'm telling you the correct things here... I haven't worked on a wheel recently.) You'll want to go over all of these things and get them matched up nicely: Code: "pressureWheels": [ ["name","hubGroup","group","node1:","node2:","nodeS","nodeArm:","wheelDir"], {"disableMeshBreaking":true,"disableHubMeshBreaking":false,"enableHubcaps":false,"hasTire":false}, //general settings {"hubRadius":0.185}, {"wheelOffset":-0.04}, {"hubWidth":0.205}, {"numRays":16}, //hub options {"hubTreadBeamSpring":1001000, "hubTreadBeamDamp":6}, {"hubPeripheryBeamSpring":1001000, "hubPeripheryBeamDamp":6}, {"hubSideBeamSpring":1401000, "hubSideBeamDamp":6}, {"hubNodeWeight":0.380}, {"hubNodeMaterial":"|NM_METAL"}, {"hubFrictionCoef":0.5}, {"hubBeamDeform":68600, "hubBeamStrength":76000}, ], Note that there's radius, offset, etc for your front and rear wheels in their respective sections. You'll want to adjust both. Keep track of how much you change those things so that you can move the flexBody the same distance. (so keep track of what you do) To check flexBody vs jbeam alignment you can use CTRL+B in-game in order to visualize the beams.