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  • The parts need to be named in a logical way (chassis, wheel1, wheel2.., turret) as the objects will be referenced later in the Vehicle Editor and scripts.
  • The scripts for damaged versions of vehicles expect an asset which contains the name of the intact model, plus the suffix "_damaged". (hull -> hull_damaged, door_left_1 -> door_left_1_damaged, etc).

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  • The parts need to be named in a logical way (chassis, wheel1, wheel2.., turret) as the objects will be referenced later in the Vehicle Editor and scripts.
  • The scripts for damaged versions of vehicles expect an asset which contains the name of the intact model, plus the suffix "_damaged". (hull -> hull_damaged, door_left_1 -> door_left_1_damaged, etc.).

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  • For general information refer to the Creating the LODs section page. For specialties in vehicle creation, please see below.
  • Because of the asset complexity it is recommended to link subsequent LODs to the LOD0 version and include the LOD0 name in the suffix. (i.e. "hull" has LODs linked to it called _lod1_hull; _lod2_hull).

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Note
It happens only when the SpawnDebris damage behavior is set on a vehicle. Please refer to the Sandbox Vehicle Editor guide for this!
  • The damage model can also include LOD's

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  • If the damaged model is very big (i.e. 10m wide, 6m high), an an Occlusion Proxy (PC Onlyonly) can be added by naming it $occlusion and linking it to the damaged model. The Occlusion proxy Proxy is allowed to have open edges and needs to be as low as possible (something around 2-10 polys).

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  • Drag and drop the item from the entity section in the Roll-up Bar or the Entity Library (in the Database View) into the level.
  • If no script is available, drag and drop the asset from the Geom Entity section in the Roll-up Bar into the level.

Please refer to this section for information on the vehicle editor.

Debugging

There are some useful commands you can use to check your asset, and see if it works as expected. Some of these are listed below. (You can turn off any of these drawing modes by entering 0 after the command instead of the number given here)

CVar

Description

p_draw_helpers 1

Used to check physique proxies.

e_debug_draw 1

Used to check LOD's. Using this variable you can see the bounding box of the object, see the name of it, number of LOD levels available for the object, the one which is currently displaying, and the polycount of the current LOD.

e_debug_draw 2

Displays polycount only for the given LOD.

e_debug_draw 3

Different LOD levels are represented in different colors, so you can clearly see the transition between two LOD levels. Also see the total number of LODs and the one currently displaying. Blinking one shows up if the given object does not have an LOD.

e_debug_draw 5

Shows how many material ID's are in use on the given objects.

e_lod_min 0 - 6

Shows the specified LOD number as LOD0 - very handy for debugging LOD's in the engine.


Excerpt
hiddentrue
This topic contains a tutorial for creating vehicles in Maya that are designed to be used in the Sandbox Editor.

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