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Re: pXent official release! (using NVIDIA PhysX)
[Re: Rei_Ayanami]
#291699
09/27/09 15:20
09/27/09 15:20
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Joined: Sep 2003
Posts: 271 Germany
Chris3D
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Posts: 271
Germany
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try the uncompiled version, remove the functions, which use "level_ent"(in main.c) -> publish and try it again... plz tell me when it works
Last edited by Chris3D; 09/27/09 15:21.
website coming soon!
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Re: pXent official release! (using NVIDIA PhysX)
[Re: Rei_Ayanami]
#291780
09/27/09 20:47
09/27/09 20:47
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Joined: Sep 2003
Posts: 271 Germany
Chris3D
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Posts: 271
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oh man!!! you are talking about the old carlevel and I am talking about the new testlevel, check the date, the carlevel is from 14.09.(old) the testlevel is from 27.09 (today)! Testlevel
Last edited by Chris3D; 09/27/09 20:48.
website coming soon!
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Re: pXent official release! (using NVIDIA PhysX)
[Re: rojart]
#291817
09/28/09 10:25
09/28/09 10:25
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Joined: Sep 2003
Posts: 271 Germany
Chris3D
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the problems is, I have to use directX to edit / fracture a model, conseqeuntly I have to render it extern... that is normally not very efficient.
website coming soon!
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Re: pXent official release! (using NVIDIA PhysX)
[Re: Chris3D]
#292827
10/07/09 10:31
10/07/09 10:31
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Joined: Sep 2003
Posts: 271 Germany
Chris3D
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hi, I updated the carlevel and the testlevel yesterday!
website coming soon!
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Re: pXent official release! (using NVIDIA PhysX)
[Re: Chris3D]
#292948
10/08/09 04:13
10/08/09 04:13
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Joined: May 2009
Posts: 137 Ohio, U.S.A.
PigHunter
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Posts: 137
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Hey, Chris3D, If an object falls on a certain side, it doesn't settle properly. It kind of moves around all goofy and then settles. Do you know a quick fix for that? Should I scale the models in MED not WED? (Kind of a pain.) Thank you If you don't understand what I mean, maybe I could make a small video of it for you. Make it easier to see. Edit: Oh, yeah, I forgot I already tried the scaling in MED versus WED thing, it doesn't help.
Last edited by PigHunter; 10/09/09 03:27.
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Re: pXent official release! (using NVIDIA PhysX)
[Re: PigHunter]
#293004
10/08/09 15:38
10/08/09 15:38
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Joined: Oct 2004
Posts: 900 Lgh
rojart
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If an object falls on a certain side, it doesn't settle properly. To reduce the visual effect of interpenetrations, just added the pXent_SkinWidth(my, 0.001); (default value: 0.025) function to your entity action. It kind of moves around all goofy and then settles. or just increase this variable to the pX_SetWorldSize(0.05); function.
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