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Strange thing #354897
01/23/11 05:20
01/23/11 05:20
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline OP
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snake67  Offline OP
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Posts: 648
Switzerland
Hi

I am porting all my stuff to A8 and A8 PhysX (instead of ODE). Its not that easy as mentioned in the update notes i think. The documentation of the PhysX system in the manual seems to be a bit rudimentary too. Nevertheless most works fine now.

Whats still a miracle to me, is the trigger system. When activated, objects fall through the floor. Unless they are set to PH_STATIC. Did someone encounter similar problems?

Re: Strange thing [Re: snake67] #354898
01/23/11 06:14
01/23/11 06:14
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
What do you mean with "trigger system activated" ?


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Strange thing [Re: snake67] #354899
01/23/11 08:32
01/23/11 08:32
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
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rojart  Offline
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Joined: Oct 2004
Posts: 900
Lgh
Originally Posted By: snake67
When activated, objects fall through the floor. Did someone encounter similar problems?

I had a similar problem and I solved it by adding to the entity that function pXent_setccdskeleton, but I had reduced the scale vector to: (0.25,0.25,0.25)

Originally Posted By: Superku
What do you mean with "trigger system activated" ?

I also wonder what kind of system you meant?


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: Strange thing [Re: rojart] #354901
01/23/11 08:49
01/23/11 08:49
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline OP
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snake67  Offline OP
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Thanks. Ok, i mean the PhysX event function like this:

Code:
void weapon_pickup_physics()
{
	if(you!=player) return;
	my.event=NULL;
	if(!weapon_give_player())
	{
		wait(-1);
		my.event=weapon_pickup_physics;
		return;
	}
	pXent_settype(me, 0, PH_BOX);
	wait(1);
	ent_remove(me);
}

//uses _type, _mags, _silent
action weapon_physics()
{
        ...
	
	pXent_settype(me, PH_STATIC, PH_BOX);
	pXent_settriggerflag(me, NX_TRIGGER_ON_ENTER, 1);
	my.emask=ENABLE_TRIGGER;
	my.trigger_range=80;
	my.event=weapon_pickup_physics;
}



Re: Strange thing [Re: snake67] #355175
01/25/11 03:59
01/25/11 03:59
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline OP
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snake67  Offline OP
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Posts: 648
Switzerland
Hi there. Thanks, but its not solved yet. I still have the same problem. Here is the code:

Code:
void main()
{
	physX_open();
	pX_setgravity(vector(0, 0, -9.81));
	pX_setccd(1);
	level_load("...");
}

action physics_object()
{
	pXent_settype(me, PH_RIGID, PH_BOX);
	pXent_setccdskeleton(me, vector(0.2, 0.2, 0.2), 1);
	pXent_settriggerflag(me, NX_TRIGGER_ON_ENTER, 1);
}



I am certanly making a simple mistake... Does someone have any suggestions? (Thanks)

Re: Strange thing [Re: snake67] #355181
01/25/11 06:17
01/25/11 06:17
Joined: May 2009
Posts: 439
T
TerraSame Offline
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TerraSame  Offline
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T

Joined: May 2009
Posts: 439
I suppose this may help...
I and others have had the problem of falling through the floor/terrain when we
up-graded to the A8 PhysX system... There is a major issue with the new system
where everything falls through terrains if your scale of your terrain is altered in wed.
In other words you might need to scale your terrain in med so that when you
locate it in wed it has a scale of one... This has caught a lot of us off guard...
Its just a shot in the dark... but... I hope that helps and solves the issue...

Re: Strange thing [Re: TerraSame] #355229
01/25/11 16:35
01/25/11 16:35
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline OP
User
snake67  Offline OP
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Joined: Sep 2003
Posts: 648
Switzerland
Thanks. But i am not using terrain, i have a block level compiled with the option "Build Simple Map".

Re: Strange thing [Re: snake67] #355235
01/25/11 17:06
01/25/11 17:06
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
You could use pXent_setcollisionflag, that works.
Otherwise you can file a bug report, of course.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Strange thing [Re: snake67] #355247
01/25/11 17:55
01/25/11 17:55
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
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rojart  Offline
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Joined: Oct 2004
Posts: 900
Lgh
Originally Posted By: snake67
Thanks. But i am not using terrain, i have a block level compiled with the option "Build Simple Map".

Try to use that code, after your level map is loaded, maybe it helps.

Code:
...
physX_open();
pX_setccd ( 1 );
level_load("mylevel.wmb");
pXent_settype(level_ent,PH_STATIC,PH_POLY|PH_MODIFIED);
...




Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: Strange thing [Re: rojart] #355251
01/25/11 18:06
01/25/11 18:06
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline OP
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snake67  Offline OP
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Joined: Sep 2003
Posts: 648
Switzerland
Thanks. I inserted the line after level_load, but it changed nothing.


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