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Why physicsShape into PhysicsDebrisData can't work in T3d1.2

by Szzg007 · in Torque 3D Professional · 12/06/2011 (8:39 pm) · 6 replies

I has copy "/Torque 3D Pro 1.1/Demos/Pacific" physicsShape files to T3d1.2
detail:
copy "/Pacific/game/art/shapes/physicsShapes" all files toT3d1.2demo/game/art/shapes/physicsShapes", and 2 files ("/Pacific/game/art/datablocks"physicsShape.cs" and "/Pacific/game/scripts/server" physicsShape.cs )

and add exec("./physicsShape.cs"); to "/game/art/datablocks/datablockExec.cs"
and add exec("./physicsShape.cs"); to "game/scripts/server/scriptExec.cs"

but can't work.....

so why?

Who can help me?

that files can't shiver...

About the author

my name is Tom Zhu. I'm good at making war role, weapons, vehicles, buildings, props, aircraft, construction, indoor, outdoor, trees, natural rock, and production closed map open world game scene. Of course, it also produced particle effects and textures.


#1
12/07/2011 (3:37 am)
Why physicsShape can't work in T3d1.2
some body can talk me?
#2
12/07/2011 (9:42 am)
Just copying those files isn't going to do anything for you unless you also:
1) Create a project using one of the "PhysX" templates,
2) Copy the art assets for the physics objects from Pacific into your new project. You should be able to just copy the /art/shapes/physicsShapes/ folder to your new project.

If you want a simple test of the physics objects that will work with the PhysX Full template, create a .cs file in /art/datablocks/ (and exec it in datablockExec.cs) with just this in it:

datablock PhysicsShapeData( PSBoulder )
{	
   invulnerable = 0;
   
   category = "PhysicsShape";
	
   shapeName = "art/shapes/rocks/boulder.dts";
   mass = "10";
   friction = "1";
   staticFriction = "0.1";
   buoyancyDensity = "0.1";
};

These boulders don't roll very well due to their low-poly collision meshes, but it'll at least tell you if the physics stuff is all working.
#3
12/07/2011 (5:02 pm)
I think my question no description is clear.

I find I have quoted PSRedBarre this object.

But, after I shot it, PhysicsShapeData not into PhysicsDebrisData
#4
12/08/2011 (12:13 pm)
Sorry, apparently I didn't really read the topic. I'm guessing you're getting a console error indicating that PhysicsShape doesn't have a damage function.

I don't have access to the scripts from here, but I'm pretty sure the missing piece is the GameBase::damage function from Pacific's scripts/server/shapeBase.cs ... Should be able to just copy that function over to your project's shapeBase.cs.

Hopefully that'll do it... I can't test it from here.
#5
12/08/2011 (5:18 pm)
OK. Thanks Henry Todd..
I to try now....

maybe is that...
#6
12/08/2011 (5:39 pm)
OKOK.that is good...
@ Henry Todd..
Thanks very much....