physVehicle for GMK done, need help tweaking settings
by deepscratch · in Game Mechanics Kit · 12/17/2010 (11:46 am) · 3 replies
hi all,
this is directed at those of you who think they are up to this.
I'm at the outer limit of my self tought coding here,
but I succeeded to implement the PhysX rayCast car, using the GMK as the base,
I have done the physVehicle class, the physVehiclePhysX class, the dummy classes, the scripts, well everything realy,
they load into game, and are physical.....
here's the problem.......
when you mount, the physics go crazy, the vehicles fly about, bounce radically, there is some sort of interaction with the player when mounted to the physXvehicle, I cant trace it.
if someone can help me with this, there will be physics vehicles, well, physX at least, for the GMK.
Yuri, if you want to take this over and include it in the GMK releases, you are more than welcome, no-one knows the GMK better than you!!!!
ok, thats it
anyone??
thanks
this is directed at those of you who think they are up to this.
I'm at the outer limit of my self tought coding here,
but I succeeded to implement the PhysX rayCast car, using the GMK as the base,
I have done the physVehicle class, the physVehiclePhysX class, the dummy classes, the scripts, well everything realy,
they load into game, and are physical.....
here's the problem.......
when you mount, the physics go crazy, the vehicles fly about, bounce radically, there is some sort of interaction with the player when mounted to the physXvehicle, I cant trace it.
if someone can help me with this, there will be physics vehicles, well, physX at least, for the GMK.
Yuri, if you want to take this over and include it in the GMK releases, you are more than welcome, no-one knows the GMK better than you!!!!
ok, thats it
anyone??
thanks
About the author
email me at medan121@gmail.com
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#2
if untouched, they remain where they are, a small impact and they act like those flying barrels in the early physic demo, jumping madly and sliding.
when you mount them, the same thing.
I believe its related to the player being the control, and not the vehicle
I set the primitives up with physit, thats correct, I believe.
""I've setup PhysX primitives for 'ragdoll' objects in T3D[human avatars/characters]....touchy. Adjusting the primitives just a tiny bit can do wild things to the 'PhysX' object...IE, bouncing/flying/like a rubber ball in an enclosed room""
yes, exactly like that.
12/18/2010 (1:30 am)
hi Rex,if untouched, they remain where they are, a small impact and they act like those flying barrels in the early physic demo, jumping madly and sliding.
when you mount them, the same thing.
I believe its related to the player being the control, and not the vehicle
I set the primitives up with physit, thats correct, I believe.
""I've setup PhysX primitives for 'ragdoll' objects in T3D[human avatars/characters]....touchy. Adjusting the primitives just a tiny bit can do wild things to the 'PhysX' object...IE, bouncing/flying/like a rubber ball in an enclosed room""
yes, exactly like that.
#3
12/22/2010 (2:46 pm)
It's brilliant you're trying to crack this. One thing the engine is really missing is the ability to set up PhysX/bullet vehicles that react correctly to their surroundings and other physx objects in the scene. If I were a code guru I'd be rolling up my sleeves and helping out but I'm afraid art is my bag. I'll keep my fingers crossed for you though 8)
Torque Owner Rex
BrokeAss Games
How have you setup the PhysX 'primitives' for the vehicle?
When multiple 'primitives' overlap in the object...yikes...they tend to 'bounce' around....
I've setup PhysX primitives for 'ragdoll' objects in T3D[human avatars/characters]....touchy. Adjusting the primitives just a tiny bit can do wild things to the 'PhysX' object...IE, bouncing/flying/like a rubber ball in an enclosed room.
I'm very interested in seeing how this turns out, deepscratch!
good luck!