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a coupe of vehicle issues.

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  • replied
    Originally posted by smokey13 View Post
    ok so final update, I think I've found the solution for the lighting and collision.

    for the lighting I turned the "use TOA ref pose" option on in the import settings then I reimported and the lighting issue fixed itself, I have no idea why that fixed it

    to get more accurate wheel collision I decided instead of trying to add or fake actual wheel collision I could just add more collision to the level.

    here's a vid of what it does now.



    It's not perfect (a bit more tweaking of collision mesh position needed) but I think it worked quite well
    Hi my friend

    collision is very good
    the Unity3D had this same problem!

    I tried many ways but not as you collision

    Click image for larger version

Name:	UE4Editor 2017-03-08 23-18-53-78.jpg
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    Please tell me how can you fix this problem?

    Thank you.
    Last edited by Nice 2000; 03-11-2017, 03:00 PM.

    Leave a comment:


  • replied
    Originally posted by Jacky View Post
    Glad to hear you finally fixed the lighting issue!
    me too

    And nice trick with collision
    thanks, it randomly dawned on me how I could do it, although I don't think it will work very well for large convex angles.

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  • replied
    Glad to hear you finally fixed the lighting issue! And nice trick with collision. More work than it should be but it looks a lot better now.

    Leave a comment:


  • replied
    ok so final update, I think I've found the solution for the lighting and collision.

    for the lighting I turned the "use TOA ref pose" option on in the import settings then I reimported and the lighting issue fixed itself, I have no idea why that fixed it

    to get more accurate wheel collision I decided instead of trying to add or fake actual wheel collision I could just add more collision to the level.

    here's a vid of what it does now.



    It's not perfect (a bit more tweaking of collision mesh position needed) but I think it worked quite well

    Leave a comment:


  • replied
    little update.

    I got 4.3 and the shadows on my car are still wrong, so still stumped.

    I also still cant get any usable collision for the wheels. I tried adding more collision shapes to the body but it didn't work due to the gameplay I wanted. I then tried adding a collision shape the wheel hub bone, locking its movement except for the Z axis so it moved up/down when it collided with something but I couldn't get the wheel to move with the wheel hub bone. I did think I might be able to make a semi-accurate collision for the bottom half of the wheel by adding 5 or 7 mini hidden wheels around the bottom of each visible wheel but I cant think of a way to make them all move up and down with each other (skeletal controls probably wont work), so they act as one wheel.

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  • replied
    ok, ill give that a try, thanks.

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  • replied
    We currently don't support actual collision on the tires. This is something we're working with NVIDIA to add. The case where the tires are very far from the body is more difficult as it really exposes this flaw. One approach you could take (we do this in the jeep sample game) is to add collision shapes to act as invisible fenders around the tires. This would be extra shapes added to the chassis of the car inside PhAT which you'd have to play with to get it so that it doesn't hit the ground, but at the same time blocks these bad cases.

    We are looking to improve this however so that you can actually get proper blocking behavior from the tires. Not sure how soon we'll get this in though.

    Hope that helps

    Leave a comment:


  • replied
    I just though of another question. how do you stop the wheels going into meshes like this.



    the car drives over it perfectly but if you drive into a mesh where the bottom of the wheels is not touching it they intersect, is there a way to stop this from happening?

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  • replied
    yeah sure, you can also e-mail me at ori dot cohen @ epicgames.com

    Leave a comment:


  • replied
    Originally posted by Ori Cohen View Post
    Smokey, would you be able to attach your fbx here? I'd like to show it to someone here that would have more info about what might be going on.
    hi, sorry for the late response, internet was down. while I want to fix the lighting issue I don't want to release the asset to everyone yet, would it be ok if I send you a PM with a link?

    Thanks for the info about the car suspension problem. I'll have to debug this
    awesome

    Leave a comment:


  • replied
    Spot on! It was Damping Rate Zero Throttle Clutch Engaged. I had set it to 4(default 2) for whatever reason when i was first playing around with vehicles then completely ignored it, not knowing what every parameter does what... But now i know better.

    Thanks Ori!

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  • replied
    If the rear and front wheels are spinning at different speeds, it means that one of them is slipping/skidding. When I use engine brake going down a hill, it may be the case that only the back wheels brake, but they still rotate at the same speed as the front wheels.

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  • replied
    Jacky,

    I'd be interested to know what your torque/gear settings are. The vehicle debug window should tell you what gear you're in when you're coasting. There is a setting called Damping Rate Zero Throttle Clutch Engaged (and a few others) which determine how quickly the tire speed will match the engine speed. I do agree that the car seems to slow down pretty quickly, though I think the front and back rotation looks ok - my guess is it's related to the interaction between clutch being engaged and the tires spinning freely.

    Smokey, would you be able to attach your fbx here? I'd like to show it to someone here that would have more info about what might be going on.

    Thanks for the info about the car suspension problem. I'll have to debug this

    Leave a comment:


  • replied
    Originally posted by Ori Cohen View Post
    The lighting issue on the wheels almost looks like the normals are backwards. Could you place the skeletal mesh of the car somewhere in the world and try to move some light around and see? I wouldn't expect this to be a vehicle specific problem as again it looks more like the normals are flipped.
    hi Ori,

    I flipped the normals and reimported to check but then the mesh looked inside out so to double check if it was the normals/model I imported it into UDK, set up a blank level with a single point light, placed the mesh in the level then moved the light around and the lighting was exactly as I expected it to be (the other light types worked fine as well), I then did the same thing in UE4 and the lighting was a mess, the front back and left side of the car's body had almost correct shadows but the shadows on the roof and right side of the car's body weren't even close to how it should look, as for the wheels I have no clue what's going on with the shadows. I also tried the other types of lights and had basically the same result so I am at a loss as to what's going on with the lighting/shadows. I have made a video of this^^ to show the problem as clearly as possible.

    I'll have to take a closer look at the suspension issue. It definitely looks like a bug. One thing you can do is bring up the debug window with the command showdebug vehicle. In this window you'll see the suspension forces. If you're driving on a flat surface the force graph should be flat. I'd be interested to know if there's a sudden spike here.
    Like jacky I also used the command, you can see what happened at the end of the vid, camstudio was actually working for once.

    Leave a comment:


  • replied
    Hi Ori!

    It is open rear drive. Now that you mention it, it makes sense that rear wheels would act different than the front wheels, but it looks odd to me when it happens in this manner. Maybe my gear&torque setup is making it look so aggressive.



    Here i'm not braking to slow down the car, and idle brake input is set to 0.


    I checked the debug for suspensions, btw, and suspension force is flat while driving on flat surface but rising behaviour is still there.

    Leave a comment:

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