Conversion car bottoming.

Discussion in 'Car Modding' started by Navigator, Feb 18, 2017.

  1. Navigator

    Navigator Registered

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    Hi guys,

    I am converting a rF1 car, an oldy. Nice car, few problems like the rpm gauge not present anymore and such, but there is a main problem; the car is physically (not visually!) laying on the ground.......

    The car has some bigger wheels than the modern day cars and (for now) I just made the multiplier in the loaned .tgm file a bit bigger. This solves the problem.
    However; not messing with the .tgm and setting the right height a bit higher, also solves the problem. But that one gives a bit weird look; the suspension is hanging down while the car and wheels still sit the same. So; it solves the problem physically, but visually it looks weird.

    There is enough ground clearance visually, but why is it hanging on the ground and do I have to do al these things that make it look weird? Wheels have to be so big, that they don't touch the ground when you see the car drive.

    I havent done this for a while and I am surprised how much I forgot. Any pointers here?
    Thanks in advance!
     
  2. dylbie

    dylbie Registered

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    Does it have any undertray values in the HDV?
     
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  3. Navigator

    Navigator Registered

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    Indeed it does. I have played around with them a bit, but they dont seem to make a difference:

    GraphicalOffset=(0.0, -0.0, 0.0) // does not affect physics! This just moves the vehicle body for whatever reasons you may have.
    Undertray00=(0.66, 0.0, -1.17) // corner offset from center of wheels in reference plane z was -1
    Undertray01=(-0.66, 0.0, -1.17) // corner offset from center of wheels in reference plane
    Undertray02=(0.66, 0.0, 1.17) // corner offset from center of wheels in reference plane z was 1.3
    Undertray03=(-0.66, 0.0, 1.17) // corner offset from center of wheels in reference plane
    Undertray04=(0.58, 0.025, -0.50)
    Undertray05=(-0.58, 0.025, -0.50)
    Undertray06=(0.58, 0.025, 0.80)
    Undertray07=(-0.58, 0.025, 0.80)
    Undertray08=(0.58, 0.025, 0.0)
    Undertray09=(0.0, 0.0, 0.0)
    Undertray10=(-0.58, 0.025, 0.0)
     
  4. Navigator

    Navigator Registered

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    Strange; there always was a lot more knowledge on this forum.

    Anyway; no need anymore. I sign this one off as a very "different" made rF1 car that just doesn't want to get in rF2; some cars have that and this one surely has it.

    Thanks Dylbie.
     
    Last edited: Feb 24, 2017
  5. lordpantsington

    lordpantsington Registered

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    You posted a question and gave it ~30 hours before first insulting the forum and then giving up? Modding is the long game.
     
  6. Navigator

    Navigator Registered

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    Insulting? Where did you get that?
    No, I mean; its been looked at enough times and an answer was never far away. Have guys that know these things moved to the Steam forum/workshop or whatever it is? Or is modding not that alive anymore?

    Anyway; don't tell me about the "long game" as I know enough of that. But you probably know how it is; when you post a question, you don't go sit around waiting for an answer; you drive yourself crazy meantime.
    Also; I don't post a question when something doesn't go right away. I didn't give up on the mod after 30 hours. Been busy with it for 2 weeks now and come to the conclusion; somethings very strange about it.
    Might not be solved talking about it on a forum; some real pro's might have to dive in there as it hasn't been that much of a proper mod to start with.

    So......better to give it a rest than, right?
     
  7. toebee

    toebee Registered

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    Sounds like maybe you should ditch all the physics files? Start with the closest ISI car. Replace its models with yours and then tweak ISI's physics. Much easier than trying to piece together rf1 and rf2 files.
     
  8. Navigator

    Navigator Registered

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    Thanks for your response mate.
    I did that, twice, with two ISI cars; put in the HDV, chassis pm/ini and even tried their own tires with it. Only thing I changed in the HDV were the gearbox file, damage and engine.
    What happened was that the car would drive, but with the slightest bump in the road or breaking; something broke on the suspension and the car was leaning back to one side.
    Tried every combination; different wheels, own wheels, wheels of the ISI mod and so on.

    Back to the mods own files; ride height up=driving okay. The car looks weird than.
    So; Graphical offset, you know the one that says it doesn't affect physics?!
    Here we go; lower the graphical side and problem is back again.........

    Also; changing the slightest thing in the HDV (ride height a cm more) results in the suspension not lining up; the right triangle is pulled inwards.......the wheels stands about 10 cm from it and that wheel IS proper on the car. Left is okay........
    This is with the mods own files, but happens with ISI files too.
     
  9. toebee

    toebee Registered

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    Hard to diagnose from here. Only advice I can give you is to take it in steps. After every step check it in game. First get the ISI car working in DevMode. Then swap the models. Check in game. Do you have the issue at this point? Before editing any physics file? If yes then I would suspect the problem is your tire mesh. If no then start editing the physics files. Just check in game after each change.
     
  10. T1specialist

    T1specialist Registered

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    Any chance to have a screenshot? I have some strange issue with my suspension as well but mine is graphical so it is probably different issue.
     
  11. D.Painter

    D.Painter Registered

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    I'm no expert on this. I know little about the physics side off things. But it sounds like it has nothing to do with physics files at all. If you've used ISI cars ini file and they brake!
    To me and my limited knowledge sounds like it's the pivot points off the model are way off or broken.
    If that's the case it want work in rF2 and really it's amazing it did in rF1 if indeed it dose work in rF1 at all.
     
  12. Navigator

    Navigator Registered

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    Thanks for the ideas guys.
    The "step by step" working is something I did partially and will now dive in deeper.

    A screenshot I really don't want to post as I don't have permission yet and it can't be done without seeing what car it is.

    D.Painter; your post is interesting. I never precisely figured out what connection there is between the model (for me the graphical side) and the physics. I mean; I made an ini file with flex chassis completely from scratch without letting the original values in perspective, just to see what happened; it worked and nothing broke.
    So I thought the hdv, tires, sup.ini could really drive alone, without the model.

    Writing all this I just thought of something; could it be that some part of the suspension and/or body hangs on the ground and I could remove the dragging by setting the gmt's "uncollidable"?
    Going to try that one too :)
     
  13. Navigator

    Navigator Registered

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    Got it! Changed the easy thing first:
    _BODY_COL.GMT Render=False CollTarget=True HATTarget=False LODIn=(0.0) LODOut=(200.0)

    Changed it into:
    _BODY_COL.GMT Render=False CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(200.0)

    But.......I look at other files from other mods; they are all "True". I did solve the driving problem, but not the real one.
    I have no idea; is this gmt placed to low than?
     
  14. T1specialist

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    Try render=true if it makes the collider show up in game so you can see if it is too high or low. If that doesn't work then you could change the shader to T1 and see it in-game?
     
  15. D.Painter

    D.Painter Registered

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    You could open the body gmt in SimEd and the collision gmt. See if it's lower then the body. It could be the problem.

    But isn't it visibly, graphically showing the car dropped to one side? If so it's not the collision gmt.
     
  16. Navigator

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    I did not yet try to see the gmt in game; next thing to do.
    I did look at both the body and the coll.gmt; they were both at the same height, but the coll one has wheels on it while the body has not......

    The car dropped to be side was only when I used other (ISI) physics; driving the original; I can't get that situation anymore.
     
  17. Nibiru

    Nibiru Registered

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    The pivot point is a big thing to triple check. All body parts need to be in place and have a pivot of 0,0,0
    All the wheel parts need to be in place but everything to do with the front left has to have the same pivot and so on for each 4 wheels. Sometimes you can loose this info when importing into 3dsimed and other 3d programes.

    Also check the rotation. If you use max when selecting all objects and checking pivot point you should only see 5 pivot places the 4 wheels and the car body 0,0,0. If there is more then you need to find and fix and if the rotation is out need to set to 0,0,0 and the reset xform.
     
    Last edited: Feb 20, 2017
  18. Navigator

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    I hope those pivot points are not needed; what you say, Nibiru, sounds very hard to me. (No knowledge of whatsoever)

    I did try the coll to be seen; wow, awesome, never thought of that!
    What happened; the car itself is in the right place, but the wheels are lower, going into the ground! I tried to detach the wheels, but I can't seem to "chop" them of in 3Dsimed.

    Some other thing; now the driving thing has been found (not yet fixed completely, but that will come) I looked at some other minor things that are hard for me. The needles of the gauges and the shifter-stick for example.
    There is a "wiki" for that, but don't solve my problem.
    When there is permission, I will start a topic asking for someone to help me out with this.
     
  19. dylbie

    dylbie Registered

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    Glad you got the initial issue sorted. The reason I asked about the undertray is that I had an issue with the MR2 in rF1 where it was catching on kerbs and firing the car up in the air. I think someone described it as 'kerb-roulette'!

    Anyway I changed it and it fixed it. Not had the same problem in rF2 yet!
     
  20. LasseJO

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    Don't reuse the collision model from the original mod. Take one from another mod, or an ISI car and resize it to fit your car. (Remember to ask Marcel for permission if you release it!). The simpler and boxier the collision model is, the better in my experience.

    I've had issues with inconsistnent / violent crash AND crucially seemingly random extreme CPU-usage and resulting slow-down of the game, cause just by a collision model that was too complex.

    BTW, graphical offset, does infact not affect the physics, but it does affect the undershadow. I've had problems with a negative graphical offset, that resulted in lots of clipping of the undershadow.
     

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