SOLVED Giant wheels after conversion

Discussion in 'Car Models | Physics' started by aaronedmistone, Nov 22, 2015.

  1. aaronedmistone

    aaronedmistone New Member

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    Hi guys, I'm almost finished a rough conversion of this rFactor designed Volkswagen Beetle (in my display pic). I have got it working great in the showroom, and if I hide the wheels, it drives great on the tracks. But I have one issue.

    The wheels (only while actually loaded into a race/practice etc.) are gigantic. The car itself, and all other components are fine, perfect size, but the wheels (tyre, rim, disc) are at Godzilla proportions. The physics of the wheels are behaving normally, as though they are working at the correct size but the visuals of the wheels take up the entire screen at times.

    This is my first time at this, so I'm hoping it's something I missed. Below is a screenshot of the tyres in game; Hidden and in their godzilla form.

    Screenshot_volkswagen_beetle_custom_drift_23-11-115-7-18-26.jpg Screenshot_volkswagen_beetle_custom_drift_23-11-115-7-21-33.jpg

    Please help me.
     
  2. luchian

    luchian Administrator Staff Member

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    Hi there, welcome to the forums :).

    I've had this issue as well. Unfortunately, there is no straight 1-click fix.. it's liked to some issue with scale handling of the 3d package you've used (3ds max, I presume ?).
    One way to fix it (but it's painful) would be to first setup the file and correct scale in 3d package, and only AFTER that starting to add the dummies.. I know, it's long and stupid, but I didn't manage to do it differently. :(.
     
  3. aaronedmistone

    aaronedmistone New Member

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    Ahhhhh, Yeah, 3DS Max, and I think I understand, but I'm a little unsure.

    I have the units set up in 3DS Max as Meters. I have scaled the car to the correct size before exporting to the FBX format. Is it likely because I added the dummies and made them the parent of the wheels before scaling the model down? Sorry if I misinterpreted what your were saying. :confused:

    Otherwise, yeah the model is scaled proportionally in 3DS Max, and displays fine in kseditor and the showroom.
     
  4. luchian

    luchian Administrator Staff Member

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    Yes, unfortunately. Maybe there is some other fix / maybe there isn't (I couldn't find it) - but it seems to be a problem of dummy scaling. So.. best scenario would be: prepare the model, scale it correctly, save it, open it, and then start adding dummies. Hope this helps :).
     
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  5. aaronedmistone

    aaronedmistone New Member

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    Thanks man, that helps a great deal. I don't really mind reworking the dummies.
    I will post here as soon as I'm finished this; Fingers crossed! :D
     
  6. aaronedmistone

    aaronedmistone New Member

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    No luck with the scaling unfortunately. I have tried everything I can think of now, I even made basic cylinders in 3DS Max, linked those to newly made WHEEL_LF etc dummies, and I'm finding that any object attached to these wheel and susp dummies is being blown way out of proportion. Is it possible that even newly created objects are being influenced by a some sort of root scale?

    Is it possible that I am exporting the FBX incorrectly maybe? Just weird that it shows perfectly, wheels and all in track until I attach any object to one of those dummies.
     
  7. luchian

    luchian Administrator Staff Member

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    The problem comes from the dummies, so any object you'd create, would inherit the same problem.
    Are you sure you're re-scaling everything correctly ? Be aware, in 3ds max there are 2 "scaling" options: one from system/display units; the other one in "world scale" (iirc) in the additional tools tab.
     
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  8. AceDriver23

    AceDriver23 New Member

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    I've had same problem too with my own made Nissan R32 Skyline. What of those scaling options I should use to get the right scaling to those dummied objects?
     
  9. aaronedmistone

    aaronedmistone New Member

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    @luchian
    I did a little reading up on the scaling and measurement system for 3DS Max, thank you very much for pointing me in the right direction!! Really appreciate your help. :)

    @AceDriver23
    I had set the display units to meters, but not the system units (Customize -> Units Setup). Just had to change that, then reset my scales on the objects one more time (in the hierarchy tab).

    Here it is in action, It still needs a little work but it's solid enough for now. :D

    Screenshot_volkswagen_beetle_custom_drift_24-11-115-5-4-38.jpg
     
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  10. AceDriver23

    AceDriver23 New Member

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    So the system units need to be in meters? That may solve it because i had used millimeters i'll take a test.
     
  11. luchian

    luchian Administrator Staff Member

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    That Beatle is looking very cool !
     
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  12. AceDriver23

    AceDriver23 New Member

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    Is there something about the scale in system scale i made it in meters but still they dont work. Scale it gave me is 1 Unit=0,025 Meters. Is that right or must there be something else?
     
  13. AceDriver23

    AceDriver23 New Member

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    Okay. Never mind I got it right. Still work in progress as you can see. Screenshot_super32_spa_23-11-115-22-23-58.jpg
     
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  14. Waleed

    Waleed New Member

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    Can You please tell me how you fixed it? I tried everything but the same problem!
     
  15. sacunha

    sacunha New Member

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    Now the wheels are fine but there is a problem. As anyone had this problem? (only in game, showroom is ok) Screenshot_9.png Screenshot_10.png
     
  16. sacunha

    sacunha New Member

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    as anyone had this problem?
     
  17. luchian

    luchian Administrator Staff Member

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    Problem is probably in one of the ini files. Like suspention.ini and/or car.ini.
    I suggest you read the guide at least one time, just for general understanding of what you are doing. Instead of "hacking" your way in (..which can also work but will take longer and will be hectic - meaning you'll be doing stuff but you'll not know why).
     
  18. AccAkut

    AccAkut Active Member

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    car.ini

    [BASIC]
    GRAPHICS_OFFSET=0.0,-0.387,0.245 ; 3 axis correction (x,y,z),

    you need to try around till it fits or you just calculate the number based on CoG and positioning inside the 3D modeller (tho it looks like you use a ripped model anyway. Ok if you're just trying around)
     
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  19. sacunha

    sacunha New Member

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    this model isnt ripped, i made it my self. I also made a mercedes s202 and a citroen saxo.
     
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  20. PapaTweaks

    PapaTweaks New Member

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    This interesting. I'm using Blender and my tires show up normal, but my car is massive (takes up the sky). Everything is meters. Scale of the body parts are 1.0 and the wheels are .25. All the dummies are .78 scale. I changed things a few times trying to solve scaling issue, the tires show up perfect.

    My car is to irl dimensions, everything is in proportion. Loads in KSeditor fine. I have this same issue with a different model I started with. The first I did the other model the wheel were big like aaron's bug, but after fixing something the opposite is true (car is big and wheels are correct). Any idea on this?

    Model I'm current working on
    Nissan C33.png
    Model in the game. Needs suspension coding still. You can see the wheel wells. Screenshot_nissan_laurel_tsukuba_circuit_19-7-118-17-17-46.jpg Jetta model. Black is the bottom of the car.
    Screenshot_vw_mk4jetta_tsukuba_circuit_19-7-118-17-19-9.jpg
     
: beetle, tyres, tires, car
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