Creating TRACKS/CRAWLERS with slidenodes

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This tutorial was originally published in this thread. Please discuss it there.

You should learn the basics of modding before trying to make tracks. Trying to tracks before you have learned basic N/B, rotators, submeshing and slidenodes is completely useless.

Your brain also has a naturally built-in physics simulator. Try to use it when you build the tracks. Look at your structure, imagine the nodes moving around as they would do in RoR, and try to see if your structure will work. It's not hard.


After many have asked me how to make working crawlers/tracks/whatever you want to call them, here is a little step-by-step tutorial of how they can be made, in this case crawler crane, excavator, bulldozer etc style tracks for heavy machines without suspension.

This is just a tutorial based on my own experiences, and I'm sure I have missed something. I guess some other modders around here may have some things to add and remind me of, then just post it here in the topic! It may not be the best tutorial but at least it's something and I couldn't find an existing tutorial on making tracks with slidenodes, so...


So few beams in the examples?

In the examples below (both 2D and 3D ones) I have used very few beams just to make it easier to see the basic structure. Of course the actual N/B structure shall have more beams to make it stronger.


Edit: Sketchup?

I should also mention that the pictures with the SketchUp models are only to show the structure in 3D, you CAN NOT make working N/B track in SketchUp.



Step 1: Making the frame of the crawler

Shape?

The shape of the frame always varies depending on the vehicle you make or how you want to make it, of course. The picture shows a very simple structure of a crawler crane/excavator frame. And by simple I mean I have left out a lot of beams to make it easier to see the structure, placement of nodes etc.

Smoothly bending ends?

The ends of the frame as you can see, consist of a group of nodes (nodes 1-5), forming a rounded end. Depending on the number of nodes you use, and how well you place them, determines how well and smoothly the track chain will bend around the ends.

The example as you can see uses 10 nodes on each end, or 5 nodes when you see from the side, which makes a fairly smooth bending.

To help making a good half-circle shaped bending, you can temporarily place a wheel (not showed in the picture) on the "center node (node 6)" and follow the shape of the wheel. Then don't forget to enable viewing wheels in the editor (View> Wheels) and remove the wheel when you are done.


Note about the nodes: Don't forget to make the nodes of the bottom of the crawler frame un-contactable with the ground with the "c" option for nodes.


Red dots = crawler frame nodes

Black tubes = crawler frame beams


1-crawler-frame.png

2-crawler-frame-3d.png





Step 2: Making the track links

Placement?

As the track link nodes will work as slidenodes going around the crawler frame, they should be placed pretty accurately on the beams forming the rail, and it is important that all track links are the same length. +/- one centimeter or so doesn't matter, but avoid larger differences. There are some methods for this:

- Trigonometry, somewhat advanced math calculating.

- Making the N/B using a program like Blender, where you would be able to create a long chain of links and then angle them to the correct position (I've never tried that in Blender, but it is possible right? ).

- Do like I did, using a physical ruler. Yes, I actually used a plastic ruler on the computer monitor. Just begin by making one track link with a fitting length, measure the distance on the monitor between the nodes and continue placing the nodes with the ruler.


When the nodes are placed, it's time to define the slidenodes and rails in the truck file: [1]

And don't forget to make all track nodes contactable, in order to be driven by the submesh in the sprockets

Blue dots = track nodes


3-track-nodes.png

4-track-nodes-3d.png




Beams or shocks?

In some cases the track links need to change length in order to keep in place on the sliderail, and in most cases it's only about a few millimeters. Therefore I would recommend using shocks for all the beams in the track links except the ones going straight sideways:

Purple lines = shocks

5-track-links.png

6-track-links-3d.png

The shocks don't need to be able to extend or retract much at all, Maximum contraction and extension values like 0.05 for the shocks should work well.


Length and number of links?

How long each track link shall be is up to you. The more links you make (the shorter they are), the more nodes does it take and therefore more FPS heavy, but it also drives more smooth. Snowcats and other similar all-terrain machines would be more realistic with a larger number of track links, while heavy machines like excavators and crawler cranes could use less as they are driving quite slow.



Step 3: Making the driving sprocket

Size?

The sprocket should not be too big or too small. If it is too small, there is a chance the nodes will slide/jump over the submeshes in the sprocket. If it is too big it's not good either, how I shall explain this though, I don't know.

In the example below, the size of the sprocket compared to the "bending frame" thingy is fairly good.


Number of "sections"?

In my example below the sprocket is built up by 6 "sections". How many sections that are needed depends on size of the track and the length of the track links.


When you have built the basic structure of the sprocket, add the contactable submesh and use the "U" option for contact. Since the submesh is supposed to be invisible, simply skip the "texcoords" lines and add only "cab" lines. [2]

>"This colour" dots and lines = sprocket nodes and beams<


7-sprocket.png


8-sprocket-3d.png



Also keep in mind that the sprocket always need to be wider than the track itself:


9-sprocket-3d-width.png

One or two sprockets?

Depending on the kind of vehicle, how much force is applied to the tracks, how many nodes you are willing to use etc, you may want to make either one or two driving sprockets per track. If you want two sprockets, it is very easy to drive the other sprocket with the first one (the one that is driven by the rotator, see further down for how to make the rotators).

In the example with the 6-section sprocket, it can be done easily by connect three beams per side like the picture shows:

10-double-sprocket.png






Step 4: Making the rotator for the driving sprocket

Size?

The size of the rotator can without problems be about the same size as the sprocket itself, But it's recommended that you don't make the rotators too small, for this matter: [3]


How to define rotators: [4]


Note about the nodes: Don't forget to make the nodes of the rotators sprockets un-contactable with the ground with the "c" option for nodes.

Green beams = Rotator

Olive green beams = beams connecting the rotator to the sprocket

Orange beams = beams connecting the rotator to the crawler frame


11-rotator.png


12-rotator-3d.png


13-rotator-3d-2.png


The finished result looks something like this (track link beams are left out though):


14-final.png


And here is with submesh (but they will as said be invisible ingame).

15-final-submesh.png


This is the right track of my crawler crane:


16-mycrawler.png





Hope it was helpful! Changes and adds to the tutorial may come as time goes.

This tutorial was created by AIN_002 and added to the wiki by Steve Ror Fan.