ohhh :(
This tutorial is so shitty that when I use the new PhysX I get lots of compiling errors :P
i not have errors, but not show the car
i have compiled on released and final build without errors, but on logs say this skipped not defined server object obj_VehicleSpawn
Whats happened&? Friends? I am download apex 1 2 3 and copy C:\WarZ\src\External\Apex
I found APEX ENABLED and set 1
Build Solution- 1 error!#ifdef FINAL_BUILD
#define APEX_ENABLED 1
#define VEHICLES_ENABLED 1
#else
Please Friends) Help me))eft of '->setSkipOcclusionCheck' must point to class/struct/union/generic type c:\WarZ\src\GameEngine\gameobjects\obj_Apex.cpp
if someone wants to try, compile the Studio.exe (only work on Studio), enter "Physix Editor" when you're inside after you press F8 and F12, to drive are the arrows
I think to add missing files in the server project
your far far away... think of it as you would a gun in how a gun is updated and working same thing :)..
i can show you the helicopter on deadz but still not pure 100% more dev item till later..
in vehiclemanger.cpp
find:
put:Code:PxInitVehicleSDK(*g_pPhysicsWorld->PhysXSDK);
find:Code:surfaceTypePairs = PxVehicleDrivableSurfaceToTireFrictionPairs::allocate(MAX_NUM_TYRE_TYPES,MAX_NUM_SURFACE_TYPES); const PxMaterial *mats[] = {g_pPhysicsWorld->defaultMaterial}; surfaceTypePairs->setup(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);
put:Code:vd->vehicle->setup(g_pPhysicsWorld->PhysXSDK, vehActor, *wheelsData, driveData, std::max<int>(vd->numWheels - 4, 0));
this will fix your wheels and your object staying on the surface..Code:vd->vehicle->setWheelShapeMapping(0, 4 - 4); vd->vehicle->setWheelShapeMapping(1, 5 - 4); vd->vehicle->setWheelShapeMapping(2, 6 - 4); vd->vehicle->setWheelShapeMapping(3, 7 - 4);
Last edited by CodexPo; 11-09-13 at 02:22 PM.