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Re: Level specifications and physics
[Re: DiegoFloor]
#251943
02/15/09 18:38
02/15/09 18:38
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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Lights are always a problem for me, so Im no help there.
But physics failure is "usually" due to people missing the required "hollow box" around the ENTIRE level (even if its set invisible).
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: Level specifications and physics
[Re: EvilSOB]
#251951
02/15/09 19:19
02/15/09 19:19
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Joined: Jan 2009
Posts: 86 Brasil - RS
DiegoFloor
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Thanks for the reply EvilSOB :] But physics failure is "usually" due to people missing the required "hollow box" around the ENTIRE level (even if its set invisible). Do you know of any other details that could cause physics failure? I have a hollow box already.
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Re: Level specifications and physics
[Re: DiegoFloor]
#251958
02/15/09 19:35
02/15/09 19:35
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Joined: Jan 2009
Posts: 86 Brasil - RS
DiegoFloor
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I think Ive tracked down the problem.. Not that I understand why it doesn't work! But when I take a character model off the level, everything starts functioning perfectly! Even if no action was assigned to him (I was suspecting something in his action was bogus) So, basically, I have a level with a big hollow box, a ball (with physics). When I add this model, (even with no action assigned to him) nothing works, without it, everything works! What am I missing here?
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Re: Level specifications and physics
[Re: DiegoFloor]
#251965
02/15/09 19:51
02/15/09 19:51
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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Dunno, Im a physics newbie myself. Best guess is maybe the entity need an action, or needs 'some' physics attached, or needs 'some' action to validate him, or needs 'fully' closed meshes (unlikely). Or maybe the model is just mangled...
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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