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[Newton] car physics #47957
06/16/05 20:02
06/16/05 20:02
Joined: Sep 2002
Posts: 307
United Kingdom
dragon100 Offline OP
Senior Member
dragon100  Offline OP
Senior Member

Joined: Sep 2002
Posts: 307
United Kingdom
started playing around with the newton car physics script,
however unfortunely i have very quickly encountered a problem.
When i assign the vehicle behaviour to a vehicle it falls down and through the
level floor.

Does anyone know what i'm missing

thanks

dragon

Re: [Newton] car physics [Re: dragon100] #47958
06/17/05 07:54
06/17/05 07:54
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
myabe you step over to the newton forum


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: [Newton] car physics [Re: dragon100] #47959
06/17/05 09:01
06/17/05 09:01
Joined: Jan 2003
Posts: 1,142
California
Daedelus Offline
Senior Developer
Daedelus  Offline
Senior Developer

Joined: Jan 2003
Posts: 1,142
California
Its falling through the floor because for whatever reason, your .cls file either isn't being detected or wasn't built with the level.

Did you add this before your main function?

string level_str = <your_levelname.WMB>; // Intro level

ifdef USE_NEWTON_GAME_DYNAMICS;
string newtonLevel_cls = <your_levelname.CLS>;
endif;

Also, is this in your main function?
// now load the level
level_load(level_str);

// initialize newton physics
ifdef USE_NEWTON_GAME_DYNAMICS;
wait(1);
dll_handle = newtonHandle;
NewtonAddMap (level_str);
endif;

If you haven't already, try adding those lines and rebuilding the level.
Hope that helps.


Formula Games - A place to buy and sell Indie games.
Re: [Newton] car physics [Re: Daedelus] #47960
06/18/05 10:05
06/18/05 10:05
Joined: Sep 2002
Posts: 307
United Kingdom
dragon100 Offline OP
Senior Member
dragon100  Offline OP
Senior Member

Joined: Sep 2002
Posts: 307
United Kingdom
thanks

but unfortunately it still happens the car just falls through the level geometry. Quite wierd. Any other suggestions anyone may have would be very welcome.

dragon

Re: [Newton] car physics [Re: dragon100] #47961
06/18/05 14:19
06/18/05 14:19
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Try to scale the model a bit (in WED or MED). Then build again, IŽve these problems
sometimes, too.

Make also sure that BEFORE level_load (xxx.wmb)

wait(3);

is inserted.

[edit] hehe, your avatar is a funny one [edit]

Last edited by fogman; 06/18/05 14:22.

no science involved
Re: [Newton] car physics [Re: fogman] #47962
06/20/05 16:57
06/20/05 16:57
Joined: Sep 2002
Posts: 307
United Kingdom
dragon100 Offline OP
Senior Member
dragon100  Offline OP
Senior Member

Joined: Sep 2002
Posts: 307
United Kingdom
nope, still doesnt work. However if i modify the NGD_Tutorial it does. Dont understand why the code looks exactly the same...i think

Re: [Newton] car physics [Re: dragon100] #47963
06/20/05 17:20
06/20/05 17:20
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Maybe you should post your levelchange code if you want. Then IŽll
play a little with it and maybe we find a way to
get it to work.


no science involved
Re: [Newton] car physics [Re: fogman] #47964
06/27/05 17:22
06/27/05 17:22
Joined: Sep 2002
Posts: 307
United Kingdom
dragon100 Offline OP
Senior Member
dragon100  Offline OP
Senior Member

Joined: Sep 2002
Posts: 307
United Kingdom
actually, there isnt any level change its just the first level. The code is very simple so i must be missing something very obvious. This is the code i am using:

////////////////////////////////////////////////////////////////////////
// A6 main wdl:
// Created by WED.
////////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////////////
// The PATH keyword gives directories where template files can be found.
path "C:\\Program Files\\GStudio6\\template_6"; // Path to A6 templates directory
path "C:\\Program Files\\GStudio6\\template_6\\code"; // Path to A6 template code subdirectory
path "C:\\Program Files\\GStudio6\\template_6\\images"; // Path to A6 template image subdirectory
path "C:\\Program Files\\GStudio6\\template_6\\sounds"; // Path to A6 template sound subdirectory
path "C:\\Program Files\\GStudio6\\template_6\\models"; // Path to A6 template model subdirectory

////////////////////////////////////////////////////////////////////////////
// Included files
//include <gid01.wdl>; // global ids
//include <display00.wdl>; // basic display settings
include <newton.wdl>;
include <newtonScript2.wdl>;
include <newtonVehicle.wdl>;
/////////////////////////////////////////////////////////////////

var video_mode = 6; // screen size 640x480
var video_depth = 16; // 16 bit colour D3D mode
var video_screen=1;

/////////////////////////////////////////////////////////////////
// Filename of the starting level.
string level_str = <car.WMB>; // give file names in angular brackets

ifdef USE_NEWTON_GAME_DYNAMICS;
string newtonLevel_cls = <car.CLS>;
endif;

///////////////////////////////////////////////////////////////////

bmap splashmap = <logolite.pcx>; // the default logo in templates
panel splashscreen {
bmap = splashmap;
flags = refresh,d3d;
}
// The following script controls the sky
sky horizon_sky {
// A backdrop texture's horizontal size must be a power of 2;
// the vertical size does not matter
type = <horizon.pcx>;
tilt = -10;
flags = scene,overlay,visible;
layer = 3;
}

// Desc: The main() function is started at game start
function main()
{
tex_share = on; // map entities share their textures

// center the splash screen for non-640x480 resolutions, and display it
splashscreen.pos_x = (screen_size.x - bmap_width(splashmap))/2;
splashscreen.pos_y = (screen_size.y - bmap_height(splashmap))/2;
splashscreen.visible = on;
// wait 3 frames (for triple buffering) until it is flipped to the foreground
wait(3);
// set some common flags and variables
// freeze all entity functions
level_load(level_str);

ifndef USE_NEWTON_GAME_DYNAMICS;
wait(1);
dll_handle = newtonHandle;
NewtonAddMap (level_str, splashscreen);
endif;

freeze_mode = 1;
sleep(1);
splashscreen.visible = off;
bmap_purge(splashmap); // remove splashscreen from video memory


freeze_mode = 0;
}

If you can spot something please let me know because i'm at a loss.

thanks


dragon

Re: [Newton] car physics [Re: dragon100] #47965
06/28/05 01:11
06/28/05 01:11
Joined: Aug 2001
Posts: 74
Louisiana, USA
kelly_b_c Offline
Junior Member
kelly_b_c  Offline
Junior Member

Joined: Aug 2001
Posts: 74
Louisiana, USA
Be sure to re-save the level right after building. That usually seems to do the trick for me.

Re: [Newton] car physics [Re: kelly_b_c] #47966
07/13/05 07:21
07/13/05 07:21
Joined: May 2005
Posts: 819
U.S.
Why_Do_I_Die Offline
Warned
Why_Do_I_Die  Offline
Warned

Joined: May 2005
Posts: 819
U.S.
ello , since you are obviously not the owner of this boards , or a moderator , I dont think you have any type of authority to be telling anyone to go elsewhere for help reguarding the Newton physics plugin, I'm pretty sure if gamestudio wouldnt have implemented physics (from a free and open source physics engine , which they decided only the people who pay $800 for the engine should be allowed to use) you would be begging for a Newton forum.Newton Game Dynamics for GameStudio { A VERY GOOD physics plugin for GameStudio developed by the Newton Game Dynamics staff using their physics engine for FREE (NOT $800 , FOR FREE) } is a gift to the GameStudio community and it should be appreciated. I still dont understand why the Pro users feel this forum belongs to them in any way (Fastlane for example , who harrasses Newton users). I think people who harrass the newton users asking for help should be warned and reprehended if behaviour continues. ( asking you to go look for help elsewhere IS in a way harrassement , it references to the person and or their questions not being welcomed here , which shouldnt be the case).

Last edited by Why_Do_I_Die; 07/13/05 07:23.
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