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Re: CCT PhysX 1.0
[Re: Kartoffel]
#457961
02/09/16 18:53
02/09/16 18:53
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Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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cool stuff 3run, works really well! :] Thank you. I'm glad you like it! Best regards!
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Re: CCT PhysX 1.0
[Re: Steempipe]
#457986
02/10/16 21:38
02/10/16 21:38
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Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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Nice! Great to follow your "trials and tribulations". Good stuff. Thank you. I tried to explain as much as I could, so forum users won't just use it as it is, but will understand how things work (workarounds). Best regards!
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Re: CCT PhysX 1.0
[Re: 3run]
#457989
02/10/16 22:28
02/10/16 22:28
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,097
Maryland, USA
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Nice! Great to follow your "trials and tribulations". Good stuff. Thank you. I tried to explain as much as I could, so forum users won't just use it as it is, but will understand how things work (workarounds). Best regards! You've done great! I got it working "out of the box" with no issues, and it's way over my head. Keep on!
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Re: CCT PhysX 1.0
[Re: 3run]
#480187
05/25/20 09:29
05/25/20 09:29
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Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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UPDATE! Fixed problem with not being able to run on different PCs (.dll wasn't picking up). Now it should work (tested here on several machines). Edit: added -kinematic platforms (following the path) and elevators (moving to target position and back)! -executable
Last edited by 3run; 05/25/20 12:50.
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Re: CCT PhysX 2.0
[Re: 3run]
#480244
05/27/20 19:02
05/27/20 19:02
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Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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CodeMaster@ you are welcome There is an update, found, and fixed bug in pXent_updateCharacterExtents. - pX_setunit was affecting cct size, pos and stepHeight in pXent_updateCharacterExtents. So with each step change, you had to tweak some values to get same results. Now it's working correctly. - fixed origin offset (when going to stand/crawl), now no values to tweak, it just should work! - updated executable
Best regards!
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