A few questions...looking for solutions

Jason C. Ray

1. Do I need to have a scn file for my car model in my mas files with all of the vehicles objects listed? I've opened up a few of the isi mas files and didn't notice any scn files in theirs but, I could simply be over looking them.

2. I'm having an issue with my "collision box" not working in the game. If I need the scn file that I asked about before, do I need to add anything to the lines for the the collision?

The line in my scn file as of this moment:

{
Instance=jcr_collis
{
MeshFile=jcr_collis.gmt CollTarget=True HATTarget=True
}

And, the lines in my gen file:

//------------------------------------SHADOW AND COLLISION OBJECTS---------------------------------
MeshFile=jcr_shadow.gmt CollTarget=False HATTarget=False ShadowObject=(True, Solid, 256, 256) LODIn=(0.0) LODOut=(150.0)
MeshFile=jcr_collis.gmt Render=False CollTarget=True HATTarget=False LODIn=(0.0) LODOut=(0.0)

The shadow is working just fine but, nothing from the collision.

3. I'm also having an issue with part of my vehicle model dragging on the track surface as I make laps in the left rear quarter. This has forced me to change the graphicall offset line in the hdv file to raise the model off of the ground to keep it from dragging. Now, my front axle (this is an open wheel vehicle) is misaligned with the front wheels. If I get the collision object to work can I change the suspension, chassis and body parts to "CollTarget=False" and change the line in the hdv file so that the axle and wheels are aligned again? Or, do they have to be "True" to recieve damage?

Thanks for any help.
 
.gen files are for cars and .scn files are for tracks (and showrooms and some other stuff but nothing important for you now)

You set up your gen file with the instances.
The collision entry goes under the first instance in the gen file,

I have always used the Hammer for reference, look at the Hammer_upgrades.gen file

Instance=SLOT<ID>
{
Moveable=True
//------------------------------------MAX CAR SETTINGS---------------------------------------------
MeshFile=hammer_va.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(10.0) ShadowReceiver=True

//------------------------------------SHADOW AND COLLISION OBJECTS---------------------------------
MeshFile=hammer_vshad.gmt CollTarget=False HATTarget=False ShadowObject=(True, Solid, 256, 256, ham_undershadow.tga) LODIn=(0.0) LODOut=(200.0)
MeshFile=hammer_vcol.gmt Render=False CollTarget=True HATTarget=False LODIn=(0.0) LODOut=(200.0)

Actor=VEHICLE

Instance=otherstuff
{
then other stuff goes here like cockpit, tires wings etc
}
}

Note how the brackets are? the first bracket { opens up the whole thing and in that goes the main body and other stuff like col and shad (basically anything that isn't detachable). then inside that instance you have other instances. after the other instances you close off the main instance with a bracket }

The best thing to do is use notepad++, once you open the gen file, switch it to language C++, this will give you colour coding and you can see the open and closed brackets and what they do a lot easier.


Dragging, make sure the bottom of the car is at z=0.0 then the wheels hang down below 0.0 the ride height is calculated from the bottom of the car, not the wheels.

[ED] now I think more abotu it, I think the dragging is because of the way you had the collision body setup,
 
Dragging, make sure the bottom of the car is at z=0.0 then the wheels hang down below 0.0 the ride height is calculated from the bottom of the car, not the wheels.

[ED] now I think more abotu it, I think the dragging is because of the way you had the collision body setup,
Wooow, hold your horses, stranger ;-)

First of all, there are two separate things - the gfx model and the physical model of a car in rFactor.
With the physical model, you are reffering to something called a reference plane, which is, well, a reference plane you are moving up and down with your ride height values (as a default, if I remember correctly, those points are where your wheels are, so your wheelbase and front and rear track values are used, at the reference plane). Based on that line, you define undertrays (also susp geometry etc. but that doesn't matter right now). That's the physical side of rF all the time!
Now, you have a 3d model of your car which was created at some part of a 3d space. What you want, is to align it with the physics - with reference plane, to be exact, and you do that with GraphicalOffset parameter in HDV.
 
It turns out that I needed to adjust the feelers in my hdv file to solve my issues. Thanks for the help though, gents. I appreciate it very much.
 
as a default, if I remember correctly, those points are where your wheels are

Reference plane i always measured from center of the wheel? Lets say that I should have center of the wheel 25cm from ground, does it mean that reference plane Z-value is 0.25? Or being "reference plane" is the Z-value 0.00?

This is very confusing, but I agree that actual 3D-model has nothing to do with anything. Thou should be aligned right so that different ride height settings look natural. The help image that comes with ISI tools is very also confusing... it also suggest that lowest point of a rim should be at Z-0 :confused:

Are you sure the reference plane relates to center of the wheel? I'm not sure if I have ever heard of that. I could see that there will be some trouble if you decide to change tire size... or? This is very important to understand correctly!
 
You mean, Y=0, right?

// +x = left
// +y = up
// +z = rear

The reference plane is just there. It is a horizontal plane around which you buld your physics. For suspension, you build it around an origin and then you set that origin in relation to your reference plane with "CorrectedInnerSuspHeight" parameter (in HDV). Your undertrays are also build around the reference plane. The reference plane moves up and down with rideheight parameters so basically it is a bottom of your car (for the physical calculations).
If you set rideheight to 0, then reference plane will be at the ground level. If you set ride height to 200mm, the reference plane will be obviously 200mm above the ground.

EDIT:
Here's a picture of how it works

Notice, the default origin position is at wheel center (for Z axis) and it will be "like it is" if you leave InnerCorrectedSuspHeight at -1. That means, no matter what ride height you set, initial suspension inner points will be like you set it in the pm file. They will only react to what's happening with the car on the track, but only then.
In real life, when you change ride height of your car, you move the whole body up or down, so the inner susp points are also moving up and down with the body. That is proper behaviour and to achieve that in rFactor, you have to change InnerCorrectedSuspHeight to something else than "-1". If you put "0" there, then you will keep original geometry how it is in pm file, but every ride height change in the garage will also move them with the body (so it will be fixed at a distance between origin and ref plane to what is your wheel radius - please, don't ask me what if you have different front and rear tyre radius..... have no idea, but probably rF takes only front tyre radius into account - that's just my guess though).
Values that are non-zero but also not "-1" will tweak it up/down but still keep it fixed to the body.

rF_susp.gif



----------------------------------------------------------------------------------------------------------------------------

As for the quoted part in your post.... What I was talking about earlier, are default measuring points for ride height (when there are no undertray points defined). I assume, rFactor takes wheelbase of the car, divides it in half and takes that for z coordinates for measuring points for ride height. (So, if you did not define any undertrays and your car has wheelbase 2.8m, rF assumes front right height will be measured at z=-1.4 and rear ride height at z=+1.4).
 
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What I was talking about earlier, are default measuring points for ride height (when there are no undertray points defined)

Yes I mixed up with rFactor Z and 3Ds Max Z coordinates :D Something that is really troublesome to get along with...

So should undertray point represent the lowest physical points of chassis? And then you just try to align graphic with undertray points to get correct looking car. This is how I understanded this, maybe wrong.. But I think I got the ref plane thing, thanks :)
 
Yes, undertrays in rF are what they say - they create the bottom collision points of the car. if you bottoming out, that means some of your undertray points are in touch with the ground.

You align graphic model to physics model via GraphicalOffset parameter in HDV. Remeber - undertrays are with physical model (and you set their coordinates in relation to??? That's right - the reference plane of course :) ).
 
OK, another question about feelers that I think Johannes may have touched upon.

Do I need to flip the y and z coordinates between max and the hdv file?
 
As I already said, in rF you have:
// +x = left
// +y = up
// +z = rear
So, check how it is in the 3dS Max and you will know if it's the same or not.
 
OK, I'm used to using cartesian so, that's throwing me for a loop a little bit but, I think it makes sense now.
 

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