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Re: PhysX Plugin Beta
[Re: Helghast]
#293723
10/13/09 13:11
10/13/09 13:11
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Joined: Sep 2003
Posts: 271 Germany
Chris3D
OP
Member
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OP
Member
Joined: Sep 2003
Posts: 271
Germany
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well the manual is not up to date, (sorry for that, but I had no time for updating) do you get any errors when you run the testlevel or the carlevel ( please download the latest version)? the testlevel uses almost all functions, check out if the pXent functions you are using are also in the c-lite files of the testlevel. which part of the manual do you refer to?
Edit: search for the functions you are using in the pXent.h file! if it's not in this file, it is not correct.
Last edited by Chris3D; 10/13/09 22:48.
website coming soon!
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Re: PhysX Plugin Beta
[Re: Chris3D]
#297380
11/07/09 04:36
11/07/09 04:36
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
Expert
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Expert
Joined: Oct 2002
Posts: 2,256
Oz
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Is it possible in your TestLevel demo to actually see the actual character go into ragdoll instead of it switching to a tube body figure?
Professional A8.30 Spoils of War - East Coast Games
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Re: PhysX Plugin Beta
[Re: darkinferno]
#297438
11/07/09 15:21
11/07/09 15:21
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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@Locoweed use the remote debugger, it gives you exact presentation of the physical world
3333333333
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Re: PhysX Plugin Beta
[Re: darkinferno]
#297989
11/11/09 04:53
11/11/09 04:53
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
Expert
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Expert
Joined: Oct 2002
Posts: 2,256
Oz
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i guess it may be rather easy to do, just attach each bone of your character to one of the models... i think he really should do that to showcase the dll too though That is was I was talking about, should be showcased in the demo program. Would probably help sales a little if people actually see it working on a model in the Demo instead of just switching to a tube body. Also, it is more useful for anyone trying to set up the dll to work with their models if there is an actual real example model that is working with ragdoll with the dll. Just my advise. Take it for what's its worth.
Professional A8.30 Spoils of War - East Coast Games
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Re: PhysX Plugin Beta
[Re: Locoweed]
#298001
11/11/09 08:50
11/11/09 08:50
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
Expert
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Expert
Joined: Jan 2004
Posts: 3,023
The Netherlands
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i guess it may be rather easy to do, just attach each bone of your character to one of the models... i think he really should do that to showcase the dll too though That is was I was talking about, should be showcased in the demo program. Would probably help sales a little if people actually see it working on a model in the Demo instead of just switching to a tube body. Also, it is more useful for anyone trying to set up the dll to work with their models if there is an actual real example model that is working with ragdoll with the dll. Just my advise. Take it for what's its worth. I guess the problem is that cbabe is setup wrong (bones etc) so that produces very weird results... he could hook up my ragdoll headers, and convert them to PhysX (shouldnt be that hard at all). Who knows, i might someday.. regards, PS: SHIT, that reminds me, i was gonna send the header's to other people... 2 weeks ago... ouch xD
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Re: PhysX Plugin Beta
[Re: Helghast]
#298585
11/16/09 08:58
11/16/09 08:58
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
Expert
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Expert
Joined: Oct 2002
Posts: 2,256
Oz
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i guess it may be rather easy to do, just attach each bone of your character to one of the models... i think he really should do that to showcase the dll too though That is was I was talking about, should be showcased in the demo program. Would probably help sales a little if people actually see it working on a model in the Demo instead of just switching to a tube body. Also, it is more useful for anyone trying to set up the dll to work with their models if there is an actual real example model that is working with ragdoll with the dll. Just my advise. Take it for what's its worth. I guess the problem is that cbabe is setup wrong (bones etc) so that produces very weird results... he could hook up my ragdoll headers, and convert them to PhysX (shouldnt be that hard at all). Who knows, i might someday.. regards, PS: SHIT, that reminds me, i was gonna send the header's to other people... 2 weeks ago... ouch xD I am really not trying to be a dick or anything, but surely if you can write a PhysX dll, you surely can bone an example c-babe model or something that works with it. That's all I am saying. I hate seeing people spend so many hours actually creating a good plugin or whatever, but never finish it off with practical examples for people to relate to. Absolutely have to have a Max Biped example converted to a 3dgs mdl that works with the plugin at the minimum (especially with the ragdoll, if you haven't tested the ragdoll with Max biped, well...), and perhaps even one quad, but definitely a Max Biped example. And documentation is the same. You can create the best plugin ever, but without detailed documentation, you loose 1/2 your customers just because they can't figure out or see how it works.
Professional A8.30 Spoils of War - East Coast Games
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