[Tutorial]Enabling vehicles.

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  1. #151
    Account Upgraded | Title Enabled! JonnyTruant is offline
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    Re: [Tutorial]Enabling vehicles.

    Is there a fix for the compiling errors about Px?

  2. #152
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    Re: [Tutorial]Enabling vehicles.

    Quote Originally Posted by JonnyTruant View Post
    Is there a fix for the compiling errors about Px?
    is only for Studio.exe by now, missing fix many things on server and others on Studio how the Spanw car position

  3. #153
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    Re: [Tutorial]Enabling vehicles.

    Because wheni try to compilee i get many errors

  4. #154
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    Re: [Tutorial]Enabling vehicles.

    what errors?

  5. #155
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    Re: [Tutorial]Enabling vehicles.

    Quote Originally Posted by CodexPo View Post
    what errors?
    It was about PX failed, with the new PhysX. When I try to compile with the old PhysX and enable vehicles, when I try to put them, I click and it crashes my studio giving Assertion Failed or some other error.

  6. #156
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    Re: [Tutorial]Enabling vehicles.

    i use Physx 3.2.4 and not have errors, if you can put here these errors

  7. #157
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    Re: [Tutorial]Enabling vehicles.

    Bad thing about 3.2.4 comes with a lot of bugs. Your able to glitch threw objects and other things.

  8. #158
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    Re: [Tutorial]Enabling vehicles.

    Quote Originally Posted by jonnybravo View Post
    Bad thing about 3.2.4 comes with a lot of bugs. Your able to glitch threw objects and other things.
    which version do you recommend of Physx ?

  9. #159
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    Re: [Tutorial]Enabling vehicles.

    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.

  10. #160
    Account Upgraded | Title Enabled! CodexPo is offline
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    Re: [Tutorial]Enabling vehicles.

    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

    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;
                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?



    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

    Last edited by CodexPo; 13-09-13 at 04:31 PM.

  11. #161
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    Re: [Tutorial]Enabling vehicles.

    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:



    if you can try put this, but remember, have many bugs

    search on obj_VehicleSpawn.cpp

    void obj_VehicleSpawn::RespawnCar()

    modify 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 );
        }
    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 );
            d_drive_vehicles->SetBool( false );
        }
    Last edited by CodexPo; 16-09-13 at 04:46 PM.

  12. #162
    Account Upgraded | Title Enabled! jonnybravo is offline
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    Re: [Tutorial]Enabling vehicles.

    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

  13. #163
    Account Upgraded | Title Enabled! CodexPo is offline
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    Re: [Tutorial]Enabling vehicles.

    oh thx i try now jeje

    this is my problem:



    i recook all mesh files from city and cars by Physx 3.2.4 but the car stuck, how i can fix?
    Last edited by CodexPo; 16-09-13 at 09:53 PM.

  14. #164
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    Re: [Tutorial]Enabling vehicles.

    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.

  15. #165
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    Re: [Tutorial]Enabling vehicles.

    not just in that area is in all, I have given all mesh recook in the city do not know why this happens



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