Is there a fix for the compiling errors about Px?
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Is there a fix for the compiling errors about Px?
Because wheni try to compilee i get many errors
what errors?
i use Physx 3.2.4 and not have errors, if you can put here these errors
Bad thing about 3.2.4 comes with a lot of bugs. Your able to glitch threw objects and other things.
I dont know me and my graphics editor are trying to run some edited physx with with a mix of old and new and see how it runs.
if you not like the old camera, you can put this.
HUD_TPSGame.cpp
OLD Camera
Code:#if VEHICLE_CINEMATIC_MODE
r3dVector CamPos = vehicle->GetPosition();
CamPos += r3dPoint3D( 0, ( 5 ), 0 );
int mMX=Mouse->m_MouseMoveX, mMY=Mouse->m_MouseMoveY;
float glb_MouseSensAdj = CurrentRig.MouseSensetivity * g_mouse_sensitivity->GetFloat();
static float camangle = 0;
camangle += float(-mMX) * glb_MouseSensAdj;
if(camangle > 360.0f ) camangle = camangle - 360.0f;
if(camangle < 0.0f ) camangle = camangle + 360.0f;
D3DXMATRIX mr;
D3DXMatrixRotationYawPitchRoll(&mr, R3D_DEG2RAD(-camangle), 0.0f, 0);
r3dVector vehicleForwardVector = r3dVector(mr ._31, mr ._32, mr ._33);
CamPos += -vehicleForwardVector * 8 ;
Cam.SetPosition(CamPos);
Cam.PointTo( CamPos + vehicleForwardVector * 3 + r3dVector ( 0, -1, 0) );
Cam.vUP = r3dPoint3D(0, 1, 0);
#else
g_pPhysicsWorld->m_VehicleManager->ConfigureCamera(Cam);
#endif
New Camera, is manual with Mouse
http://www.youtube.com/watch?v=yOTCF...ature=youtu.beCode://#if VEHICLE_CINEMATIC_MODE
r3dVector CamPos = vehicle->GetPosition();
CamPos += r3dPoint3D( 0, ( 5 ), 0 );
int mMX=Mouse->m_MouseMoveX, mMY=Mouse->m_MouseMoveY;
float glb_MouseSensAdj = CurrentRig.MouseSensetivity * g_mouse_sensitivity->GetFloat();
static float camangle = 0;
static float camangle2 = 0;
camangle += float(-mMX) * glb_MouseSensAdj;
camangle2 += float(-mMY) * glb_MouseSensAdj;
if(camangle > 360.0f ) camangle = camangle - 360.0f;
if(camangle < 0.0f ) camangle = camangle + 360.0f;
if(camangle2 > 30.0f ) camangle2 = 30.0f;
if(camangle2 < -25.0f ) camangle2 = -25.0f;
D3DXMATRIX mr;
D3DXMatrixRotationYawPitchRoll(&mr, R3D_DEG2RAD(-camangle), R3D_DEG2RAD(-camangle2), 0);
r3dVector vehicleForwardVector = r3dVector(mr ._31, mr ._32, mr ._33);
CamPos += -vehicleForwardVector * 8 ;
Cam.SetPosition(CamPos);
Cam.PointTo( CamPos + vehicleForwardVector * 3 + r3dVector ( 0, -1, 0) );
Cam.vUP = r3dPoint3D(0, 1, 0);
//#else
// g_pPhysicsWorld->m_VehicleManager->ConfigureCamera(Cam);
//#endif
###########################################################
Another problem aside, anyone know how to fix this bug?
http://www.youtube.com/watch?v=s0ozGudSnxk&feature=youtu.be
if disable this line on Game.cpp you get to see so, I think the problem is that mesh pink, anyone know how to edit their position?
Please help.
#if VEHICLES_ENABLED
// g_pPhysicsWorld->m_VehicleManager->UpdateVehiclePoses();
#endif
http://www.youtube.com/watch?v=aeFUXuMqjyc&feature=youtu.be
hello all, I fixed the VehicleSpawn, but it still has bugs on track, does not work even with the server, and those who know do not help much, I will try to help where I can.
one of the big problem is on cities the car is not moving, stuck, do not know why, also transgress the car when you ride walk
if anyone can, please to help.
First the video:
http://www.youtube.com/watch?v=-i3lYLUVzDs&feature=youtu.be
if you can try put this, but remember, have many bugs
search on obj_VehicleSpawn.cpp
void obj_VehicleSpawn::RespawnCar()
modify this:
to this:Code:if( vehicle_Model[0] != '\0' ) {
spawnedVehicle = static_cast<obj_Vehicle*> ( srv_CreateGameObject("obj_Vehicle", vehicle_Model, GetPosition() ));
spawnedVehicle->m_isSerializable = false;
spawnedVehicle->setVehicleSpawner( this );
}
Code:if( vehicle_Model[0] != '\0' ) {
spawnedVehicle = static_cast<obj_Vehicle*> ( srv_CreateGameObject("obj_Vehicle", vehicle_Model, GetPosition() ));
spawnedVehicle->m_isSerializable = false;
spawnedVehicle->setVehicleSpawner( this );
d_drive_vehicles->SetBool( false );
}
make sure anytime you build a object to recook it and rebuild the collision mess to run with your physx that you are using.. this is the main reason your running into your problems is your objects mesh and collsion data are based off of 3.2.1 and not 3.2.4
oh thx i try now jeje
this is my problem:
http://www.youtube.com/watch?v=Z0_STlKp8I8&feature=youtu.be
i recook all mesh files from city and cars by Physx 3.2.4 but the car stuck, how i can fix?
what goes forward must go backwards :P there is no backwards code you collided with a object there for you stop :)
also by recooking the mesh files also means any spawn data as well almost 99% of the objects in warz are static so if you change it one place you have to change it else where.
EXAMPLE: a building you recook and mesh and collision and just by replacing the files won't fully update to your new physx as there are other loaded files that are still using the old physx data. So by removing the object and redoing it updates the other files that go with your new physx.
not just in that area is in all, I have given all mesh recook in the city do not know why this happens