MrIslomaniac
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Everything posted by MrIslomaniac
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I am using the most recent release of the engine. Setting up an example as we speak.
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I would say that the physics model has some bugs in it, it seems as if it is turned by 90°, I am already using sweptcollision now ... here is a video, it is all explained what is wrong =) Josh, please do us the honor of explaining that
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you can just set it with code on the cube model. How would I do that? Scaling the terrain uniformly does not work, I get the same result. Here is an example of the editor having that problem, even with sweptcollision... You can test it yourself, just put the cube on the given coordinates
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I am using the latest version (newton.dll 6 July 2010) and even cubes pass through the terrain -.- For collisions I am using Collisions(1,1,1); and then I set the type of the terrain and the cube on 1. So I am using slidingcollision. If it works that much better with SweptCollision, how do I make use of it without gamelib? Thanks for your reply Oh and btw, when I use scaleentity, the bugs are even worse, my controller can even look through the terrain... see this -> http://leadwerks.com/werkspace/index.php?/topic/2353-some-terrain-bugs-again/
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Anyone? Josh? What do you think of that problem?
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Ok, I just found out that if I load a Scene created in the Editor, the physic doesn't work either ... Just look at the picture I am really pissed, because this is a main feature of the engine, and also for my game, and it does not work. Correct me if I am wrong... This is the Cube I am using: http://rapidshare.com/files/407435681/Cube.rar This is the Scene: http://rapidshare.com/files/407435898/Scene.rar TEntity Scene = LoadScene("abstract::TestMap.sbx"); Almost always does the physic work as it should, but sometimes, I mean in special places on the terrain, it does not.
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How do I set the MetersPerTile in code? I know that it works in the editor but when I try it in C++, it does not work because the terrain just wants the resolution. Yes I know I could also load a sbx-file, but then I can't access the Terrain: TEntity Scene = LoadScene("abstract::TestMap.sbx"); Terrain = FindChild(Scene,"Terrain"); That does not work =( Hope you can give me some advice MI
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Jordan, it has nothing to do with his graphics card, Overlord try to set the camera near range in the editor a bit lower, that should do it. It is a mix of shadow quality and near range. Had this once too, but just in the editor, in code it works perfectly MI
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Well the updater says, I am up to date, do I have to download it anywhere else? AH NVM, just found out why ... But the terrain Bug with height 1 still isn't fixed Hehe, it only shows the terrain, when the height is under 0.5 I would really love to load a sbx file, but i need to change the terrain in code, so is there any way i can get a terrain from a sbx-file?
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Well I posted the relevant code ... Other things are just a rendering frame, a mmoveable camera and a box. You can see the "wrong interactions" in the pictures. @Lumojaa: It also happens, when I do not scale the terrain, not so strong as in the pictures, but it occures ... and what about this case? Terrain = CreateTerrain(512); SetTerrainHeight(Terrain,260,260,1); No graphical terrain anymore, just physics
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If anyone can approve these bugs, I would be so pleased: Terrain = CreateTerrain(512); SetTerrainHeight(Terrain,260,260,1); Here I do not see anything, in Physicsdebug I do see the terrain... Terrain = CreateTerrain(512); ScaleEntity(Terrain,Vec3(4,100,4)); SetTerrainHeight(Terrain,260,260,0.03); or Terrain = CreateTerrain(512); SetTerrainHeight(Terrain,260,260,1); Here a simple CreateBox does not interact correctly with the terrain ... Greetings fellas
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Did anyone get Decals for terrain working (in C++)? Thanks, Dustin
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works fine here =) the camera just turns too fast and the controls are switched (a and s, w and d)
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No, just wrong typing, sorry =( if (atoi(GetEntityKey(entity,"Value1","NULL")) >= (atoi(GetEntityKey(entity,"Value2","NULL")))){ printf("LOLOLOL\n"); } Sometimes it works, sometimes it does not ... Examples: 1 >= 58 well as i said sometimes it doesn't work with any number, sometimes it works perfectly... //EDIT found a way to get it working, when i store atoi(GetEntityKey(entity,"Value2","NULL")) in an int variable right before i do the if statement, it works =) thanks for your help Dustin
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no that works correctly, atoi(GetEntityKey(Entity,"Value1","NULL")) returns 30 and atoi(GetEntityKey(Entity,"Value2","NULL")) returns 20 but this if is not working if (atoi(GetEntityKey(Entity,"Value1","NULL")) >= atoi(GetEntityKey(entity,"Value2","NULL"))){ return 1 } else return 0 always returns 1 even if left side is 0 and right side is 30 ... another example that does not work: 0 >= 0
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Why doesn't this work? if (atoi(GetEntityKey(Entity,"Value1","NULL")) >= atoi(GetEntityKey(entity,"Value2","NULL"))){ Left side contains 30, right side 20, but it doesn't work -.- Any idea? Thanks
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YYa found that out too, thank you =) All works now, my first project has been finished and shown to an audience at a competition. If i win, I will publish the program here Dustin
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Well just found another "bug"... All my physics object get stuck when they are too far away from the center(like 4000 units from the center) any clue? I can't move them anymore once they got stuck.
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spectator is not parented, i move the spectator and place the cam at the new position. I am using gamelib, which complicates things even more(e.g. slidingcollision). But i just figured it out myself =) the scene does not react on physics, i don't know why, it just doesn't So i created them by hand and it worked TBody spectator=CreateBodySphere(); SetBodyMass(spectator,1); SetBodyGravityMode(spectator,0); EntityType(spectator,1); SetBodyDamping(spectator,1.0); ::Collisions(1,1,1); TBody Sphere = CreateBodySphere(0.3049625f); EntityType(Sphere,1); SetBodyGravityMode(Sphere,0); SetBodyMass(Sphere,0); Now it works, thank you all Greetz
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Thanks for your answer, but that does not work either =(
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Hey, it's me again. I did some coding, but i don't seem to get any collision working: TBody Spectator = CreateBodySphere(0.1f); SetBodyMass(Spectator,1); SetBodyGravityMode(Spectator,0); PositionEntity(Spectator,EntityPosition(cam)); SetBodyDamping(Spectator,10.0); EntityType(Spectator,1); EntityType(game.scene.scene,1); TBody Sphere = CreateBodySphere(); PositionEntity(Sphere,Vec3(0,50,0)); ScaleEntity(Sphere,Vec3(10,10,10)); EntityType(Sphere,1); SetBodyGravityMode(Sphere,0); Collisions::Set(1,1,SLIDINGCOLLISION); In DebugPhysics, they just go through each other. Any idea?
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oh thank you macklebee, didn't think of that =) you saved my day Greetings, Dustin
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What would be the easiest way to enable camera collision, just like the one in the editor? Need this for a presentation on Tuesday =(, got to hurry up now Hope you guys can help me Thanks
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It works and looks great, but some weird things happened, just look at it yourself: =) but nice work NVIDIA GeForce 9600 GT
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fullscreen works now, but the video and sound don't =(