2 years later, a simple post to share the test car I had made for Errol when he investigated crush datas. It's a simple block on wireframe wheels:
As you can see, it's handy to select and modify specific vertices. And for the record, here's what Jeff had to say about crush datas:
Crush Header:
0.450000 // damage multiplier. This is low for strong vehicles and high for small, light vehicles 0.150000,0.400000 // unknown. seems to always be the same 0.050000 // (same) 0.050000 // (same) 0.000000 // (same) 0.000000 // (same) 93 // number of vertices
For each crush vertex:
65 // vertex index -0.1682, -0.1328, -0.4427 // min position for this vert -0.0682, -0.0540, -0.3427 // max position for this vert 0.0121, 0.0156, 0.0062 // multiplier for left/top/rear collisions 0.0378, 0.0234, 0.0437 // multiplier for right/bottom/front collisions 74 // number of child vertices (used if the main vertex is hit)
Child vertex #1:
5 // vertex index. This starts at -1 and is added for each vertex. So this vertex is 4 (-1 + 5) in PlayThing 178 // distance of this vert from the parent vertex
Child vertex #2:
1 // vertex index. This is vertex 5 in PlayThing (-1 + 5 + 1) 133 // distance