[Tutorial]Enabling vehicles.

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  1. #121
    Account Upgraded | Title Enabled! JonnyTruant is offline
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    Re: [Tutorial]Enabling vehicles.

    Quote Originally Posted by CodexPo View Post
    will not have the code required to run it? hhaha
    Kratos didn't do it anyways, he only got DeadZ's studio which already had cars enabled.

  2. #122
    Account Upgraded | Title Enabled! CodexPo is offline
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    Re: [Tutorial]Enabling vehicles.

    ohhh :(

  3. #123
    Holy mother jesus tractor Kratos147 is offline
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    Re: [Tutorial]Enabling vehicles.

    Quote Originally Posted by JonnyTruant View Post
    Kratos didn't do it anyways, he only got DeadZ's studio which already had cars enabled.
    precisely.

  4. #124
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    Re: [Tutorial]Enabling vehicles.

    This tutorial is so shitty that when I use the new PhysX I get lots of compiling errors :P

  5. #125
    Account Upgraded | Title Enabled! CodexPo is offline
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    Re: [Tutorial]Enabling vehicles.

    i not have errors, but not show the car

  6. #126
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    Re: [Tutorial]Enabling vehicles.

    Quote Originally Posted by CodexPo View Post
    i not have errors, but not show the car
    Try compiling it as RELEASE build. Also do have same errors when in FINAL build.

  7. #127
    Account Upgraded | Title Enabled! CodexPo is offline
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    Re: [Tutorial]Enabling vehicles.

    i have compiled on released and final build without errors, but on logs say this skipped not defined server object obj_VehicleSpawn

  8. #128
    Account Upgraded | Title Enabled! Poster13 is offline
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    Re: [Tutorial]Enabling vehicles.

    Whats happened&? Friends? I am download apex 1 2 3 and copy C:\WarZ\src\External\Apex


    I found APEX ENABLED and set 1
    #ifdef FINAL_BUILD
    #define APEX_ENABLED 1
    #define VEHICLES_ENABLED 1
    #else
    Build Solution- 1 error!
    eft of '->setSkipOcclusionCheck' must point to class/struct/union/generic type c:\WarZ\src\GameEngine\gameobjects\obj_Apex.cpp
    Please Friends) Help me))

  9. #129
    Account Upgraded | Title Enabled! CodexPo is offline
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    Re: [Tutorial]Enabling vehicles.

    Quote Originally Posted by Poster13 View Post
    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!

    Please Friends) Help me))
    I too am stuck in the same place

  10. #130
    Account Upgraded | Title Enabled! CodexPo is offline
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    Re: [Tutorial]Enabling vehicles.

    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


  11. #131
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    Re: [Tutorial]Enabling vehicles.

    Quote Originally Posted by CodexPo View Post
    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

    nice very nice!

  12. #132
    Account Upgraded | Title Enabled! jonnybravo is offline
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    Re: [Tutorial]Enabling vehicles.

    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..

  13. #133
    Account Upgraded | Title Enabled! jonnybravo is offline
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    Re: [Tutorial]Enabling vehicles.

    in vehiclemanger.cpp

    find:
    Code:
    PxInitVehicleSDK(*g_pPhysicsWorld->PhysXSDK);
    put:
    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);
    find:
    Code:
    vd->vehicle->setup(g_pPhysicsWorld->PhysXSDK, vehActor, *wheelsData, driveData, std::max<int>(vd->numWheels - 4, 0));
    put:
    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);
    this will fix your wheels and your object staying on the surface..

  14. #134
    Account Upgraded | Title Enabled! CodexPo is offline
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    Re: [Tutorial]Enabling vehicles.

    Quote Originally Posted by jonnybravo View Post
    in vehiclemanger.cpp

    find:
    Code:
    PxInitVehicleSDK(*g_pPhysicsWorld->PhysXSDK);
    put:
    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);
    find:
    Code:
    vd->vehicle->setup(g_pPhysicsWorld->PhysXSDK, vehActor, *wheelsData, driveData, std::max<int>(vd->numWheels - 4, 0));
    put:
    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);
    this will fix your wheels and your object staying on the surface..
    oh nice thx

  15. #135
    Account Upgraded | Title Enabled! CodexPo is offline
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    Re: [Tutorial]Enabling vehicles.



    Last edited by CodexPo; 11-09-13 at 02:22 PM.



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