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[Tutorial]Enabling vehicles.
Hello and today I will be telling the great people how to enable vehicles for your own use.
Take in heart and mind that I will not be telling you everything, because of how easy and glitchy it is.
First off, you are going to download PhysX from developer.nvidia.com
Apply for a Game developer license and wait for your application to be accepted.
It is easy from there as you should know how to search stuff up from their website.
Next step is to download and extract it, and copy the extracted folders into the src\External\PhysX
The current version you have is 3.2.2 or lower, this version is 3.2.4.
After that, go into your WarZ.sln and search up:
Code:
REG_VAR( d_drive_vehicles
Then enable it to true.
(Press Ctrl+f and select Entire Solution)
Then search up:
Code:
//#define VEHICLES_ENABLED 0
//#define VEHICLES_ENABLED (change the zero to a 1)
Below that change it to look exactly like mine:
Code:
#else
#ifndef WO_SERVER
#define VEHICLES_ENABLED 1 // temp disabled due to new PhysX API changes
#else
#define VEHICLES_ENABLED 1
#endif
There you go, your done the bare steps for enabling vehicles.
Now you have to figure out how to do the rest on your own, as this is really bad for me to share the golden apple to you guys.
Enjoy!
After many people where bitching about this being 95%, here is the completed code.
Thanks Leandro Lima!
Quote:
Originally Posted by
Leandro Lima
good as promised I will put my solutions for activation of the car:
WarZ.sln in:
search for:
Code:
// physX#define APEX_ENABLED 0
#ifdef FINAL_BUILD
#define VEHICLES_ENABLED 0
#else
#ifndef WO_SERVER
#define VEHICLES_ENABLED 0 // temp disabled due to new PhysX API changes
#else
#define VEHICLES_ENABLED 0
#endif
#endif
replace:
Code:
// physX#define APEX_ENABLED 0
#ifdef FINAL_BUILD
#define VEHICLES_ENABLED 1
#else
#ifndef WO_SERVER
#define VEHICLES_ENABLED 1 // temp disabled due to new PhysX API changes
#else
#define VEHICLES_ENABLED 1
#endif
#endif
search for:
Code:
#if VEHICLES_ENABLEDREG_VAR( d_drive_vehicles, false, 0 );
#endif // VEHICLES_ENABLED
#endif // FINAL BUILD
replace:
Code:
#if VEHICLES_ENABLEDREG_VAR( d_drive_vehicles, true, 0 );
#endif // VEHICLES_ENABLED
#endif // FINAL BUILD
Search for:
Code:
surfaceTypePairs = PxVehicleDrivableSurfaceToTireFrictionPairs::create(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);
replace:
Code:
surfaceTypePairs=PxVehicleDrivableSurfaceToTireFrictionPairs::allocate(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES);
surfaceTypePairs->setup(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);
In Warz_Server.Sln:
Search for:
Code:
VehicleSetupDrivableShapeQueryFilterData
erases lines VehicleSetupDrivableShapeQueryFilterData
My compile good test there and to post their progress as I
notes: so I'm having trouble with the bones of the forehead still buggy tire:
my thesis about the crash when it goes nowhere and that maybe the files. SKL car must be buggy. po it says we need a modeler to help us
thank those who are coming into this argument post, I hope you have to share advances
#define APEX_ENABLED 0
#ifdef FINAL_BUILD
#define VEHICLES_ENABLED 0
#else
#ifndef WO_SERVER
#define VEHICLES_ENABLED 0 // temp disabled due to new PhysX API changes
#else
#define VEHICLES_ENABLED 0
#endif
To:
Code:
#define APEX_ENABLED 0
#ifdef FINAL_BUILD
#define VEHICLES_ENABLED 1
#else
#ifndef WO_SERVER
#define VEHICLES_ENABLED 1 // temp disabled due to new PhysX API changes
#else
#define VEHICLES_ENABLED 1
#endif
if you have problems with d_drive_vehicles then search:
Code:
#if VEHICLES_ENABLED
REG_VAR( d_drive_vehicles, false, 0 );
#endif // VEHICLES_ENABLED
#endif // FINAL BUILD
Replace to:
Code:
#endif // FINAL BUILD
#if VEHICLES_ENABLED
REG_VAR( d_drive_vehicles, false, 0 );
#endif // VEHICLES_ENABLED
Search on VehicleManager.cpp
PxInitVehicleSDK(*g_pPhysicsWorld->PhysXSDK);
Replace:
Code:
const PxMaterial *mats[] = {g_pPhysicsWorld->defaultMaterial};
surfaceTypePairs = PxVehicleDrivableSurfaceToTireFrictionPairs::create(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);
To:
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);
Search for (uint32_t i = 0; i < wheelMeshes.Count(); ++i
Code:
for (uint32_t i = 0; i < wheelMeshes.Count(); ++i)
{
Vertices &v = wheelMeshes[i];
wheels[i] = CreateWheelConvexMesh(&v[0], v.Count());
}
PxVehicleWheelsSimData *wheelsData = PxVehicleWheelsSimData::allocate(vd->numWheels);
PxVehicleDriveSimData4W driveData;
bool result = CreateVehicleSimData(*vd, *hull, const_cast<const PxConvexMesh**>(wheels), *wheelsData, driveData); result;
r3d_assert(result);
PxRigidDynamic *vehActor = CreateVehicleActor(*vd, *hull, wheels);
r3d_assert(vehActor);
vd->vehicle = PxVehicleDrive4W::allocate(vd->numWheels);
vd->vehicle->setup(g_pPhysicsWorld->PhysXSDK, vehActor, *wheelsData, driveData, std::max<int>(vd->numWheels - 4, 0));
TO:
Code:
for (uint32_t i = 0; i < wheelMeshes.Count(); ++i)
{
Vertices &v = wheelMeshes[i];
wheels[i] = CreateWheelConvexMesh(&v[0], v.Count());
}
PxVehicleWheelsSimData *wheelsData = PxVehicleWheelsSimData::allocate(vd->numWheels);
PxVehicleDriveSimData4W driveData;
bool result = CreateVehicleSimData(*vd, *hull, const_cast<const PxConvexMesh**>(wheels), *wheelsData, driveData); result;
r3d_assert(result);
PxRigidDynamic *vehActor = CreateVehicleActor(*vd, *hull, wheels);
r3d_assert(vehActor);
vd->vehicle = PxVehicleDrive4W::allocate(vd->numWheels);
vd->vehicle->setup(g_pPhysicsWorld->PhysXSDK, vehActor, *wheelsData, driveData, std::max<int>(vd->numWheels-4, 0));
if (m->FileName == "data/objectsdepot/vehicles/drivable_stryker.sco") {
vd->vehicle->setWheelShapeMapping(0, 0);
vd->vehicle->setWheelShapeMapping(1, 1);
vd->vehicle->setWheelShapeMapping(2, 2);
vd->vehicle->setWheelShapeMapping(3, 3);
vd->vehicle->setWheelShapeMapping(4, 4);
vd->vehicle->setWheelShapeMapping(5, 5);
vd->vehicle->setWheelShapeMapping(6, 6);
vd->vehicle->setWheelShapeMapping(7, 7);
}
else {
vd->vehicle->setWheelShapeMapping(0, 0);
vd->vehicle->setWheelShapeMapping(1, 1);
vd->vehicle->setWheelShapeMapping(2, 2);
vd->vehicle->setWheelShapeMapping(3, 3);
}
Now go to \ Data \ ObjectsDepot \ GAMEPLAY \ Objects.dat and edit
Replace:
Code:
9
PlayerSpawnPoint obj_PlayerSpawnPoint
ItemSpawnPoint obj_ItemSpawnPoint
PostBox obj_PostBox
AmbientSound obj_AmbientSound
MusicTriggerArea obj_MusicTriggerArea
ReverbZone obj_ReverbZone
ReverbZoneBox obj_ReverbZoneBox
ZombieSpawn obj_ZombieSpawn
PermanentNote obj_PermanentNote
TO:
Code:
10PlayerSpawnPoint obj_PlayerSpawnPoint
ItemSpawnPoint obj_ItemSpawnPoint
PostBox obj_PostBox
AmbientSound obj_AmbientSound
MusicTriggerArea obj_MusicTriggerArea
ReverbZone obj_ReverbZone
ReverbZoneBox obj_ReverbZoneBox
ZombieSpawn obj_ZombieSpawn
PermanentNote obj_PermanentNote
VehicleSpawn obj_VehicleSpawn
Search on HUD_TPSGame.cpp
Code:
wasDrivenByPlayer = true;
replace with this
Code:
if(Keyboard->WasPressed(kbsE))
wasDrivenByPlayer = true;
Now Search
Code:
// vehicles if(InputMappingMngr->wasPressed(r3dInputMappingMngr::KS_INTERACT) )
{
#if VEHICLES_ENABLED
obj_Vehicle* target_Vehicle = pl->canEnterVehicle();
if( pl->isInVehicle() ) {
pl->exitVehicle();
}
else if ( target_Vehicle ) // now we're going to try to use vehicles (otherwise UAV characters can't use vehicles).
{
pl->enterVehicle( target_Vehicle );
}
#endif
}
Replace To:
Code:
// vehicles
if(InputMappingMngr->wasPressed(r3dInputMappingMngr::KS_INTERACT) )
{
#if VEHICLES_ENABLED
if( pl->isInVehicle() )
{
pl->exitVehicle();
}
else
{
obj_Vehicle* target_Vehicle = pl->canEnterVehicle();
if ( target_Vehicle ) // now we're going to try to use vehicles (otherwise UAV characters can't use vehicles).
pl->enterVehicle( target_Vehicle );
g_pPhysicsWorld->m_VehicleManager->DriveCar(target_Vehicle->vd);
}
#endif
}
Search on AI_Player.cpp
Code:
static const float gDist_To_Allow_Vehicle_Entry = 5;
Replace to:
Code:
static const float gDist_To_Allow_Vehicle_Entry = 3.1;
and
Code:
if( distSq < gDist_To_Allow_Vehicle_Entry * gDist_To_Allow_Vehicle_Entry )
replace:
Code:
if( distSq < gDist_To_Allow_Vehicle_Entry )
now this:
Code:
void obj_Player::exitVehicle()
{
// first let's look for a good location
obj_Vehicle* currentCar = g_pPhysicsWorld->m_VehicleManager->getRealDrivenVehicle();
r3d_assert(currentCar);
r3dVector rotationVector = currentCar->GetRotationVector();
r3dMatrix Matrix;
// NOTE: We might want to take out rotation in the x or z direction and only focus on the Y direction...
r3dBuildRotationMatrix(Matrix, rotationVector );
bool success = false;
for ( int exitIndex = 0; exitIndex < 4; exitIndex++ )
{
r3dVector exitPosition;
bool returnValue = currentCar->getExitSpace( exitPosition, exitIndex );
r3d_assert( returnValue );
exitPosition *= Matrix;
r3dVector targetPosition = currentCar->GetPosition() + exitPosition;
if ( TestExitPosition( targetPosition) )
{
TeleportPlayer( targetPosition, "Exiting vehicle");
success = true;
break;
}
}
Replace To:
Code:
void obj_Player::exitVehicle()
{
// first let's look for a good location
obj_Vehicle* currentCar = g_pPhysicsWorld->m_VehicleManager->getRealDrivenVehicle();
r3d_assert(currentCar);
r3dVector rotationVector = currentCar->GetRotationVector();
r3dMatrix Matrix;
// NOTE: We might want to take out rotation in the x or z direction and only focus on the Y direction...
r3dBuildRotationMatrix(Matrix, rotationVector );
bool success = false;
for ( int exitIndex = 0; exitIndex < 4; exitIndex++ )
{
r3dVector exitPosition;
bool returnValue = currentCar->getExitSpace( exitPosition, exitIndex );
// r3d_assert( returnValue );
if( !returnValue )
continue;
exitPosition *= Matrix;
r3dVector targetPosition = currentCar->GetPosition() + exitPosition;
if ( TestExitPosition( targetPosition) )
{
TeleportPlayer( targetPosition, "Exiting vehicle");
success = true;
break;
}
}
Now go to obj_VehicleSpawn.cpp
Code:
void obj_VehicleSpawn::DoDraw()
{
#ifndef FINAL_BUILD
#if VEHICLES_ENABLED
if( g_Manipulator3d.IsSelected(this) || ( spawnedVehicle != NULL && g_Manipulator3d.IsSelected(spawnedVehicle)) )
#else
if( g_Manipulator3d.IsSelected(this) )
#endif
{
r3dColor clr = r3dColor::blue;
r3dRenderer->SetRenderingMode( R3D_BLEND_ALPHA | R3D_BLEND_ZC );
clr.A = 196;
r3dBoundBox localBBox = GetBBoxLocal();
r3dBoundBox bbox;
bbox.Org = GetPosition();// - 0.5f * m_bboxSize;
bbox.Org.y += .5f * localBBox.Size.y ;
bbox.Size = localBBox.Size;
r3dVector rotation = GetRotationVector();
// there's a bug with rotation so I've to swap the axis.
float temp;
temp = rotation.y;
rotation.y = rotation.x;
rotation.x = temp;
r3dDrawOrientedBoundBox( bbox, rotation, gCam, clr );
// r3dDrawUniformSphere ( GetPosition(), m_maxDist, gCam, clr );
r3dRenderer->Flush();
}
#endif
}
Replace To:
Code:
void obj_VehicleSpawn::DoDraw()
{
//#ifndef FINAL_BUILD
#if VEHICLES_ENABLED
/* if( g_Manipulator3d.IsSelected(this) || ( spawnedVehicle != NULL && g_Manipulator3d.IsSelected(spawnedVehicle)) )
#else
if( g_Manipulator3d.IsSelected(this) )
#endif
{*/
r3dColor clr = r3dColor::blue;
r3dRenderer->SetRenderingMode( R3D_BLEND_ALPHA | R3D_BLEND_ZC );
clr.A = 196;
r3dBoundBox localBBox = GetBBoxLocal();
r3dBoundBox bbox;
bbox.Org = GetPosition();// - 0.5f * m_bboxSize;
bbox.Org.y += .5f * localBBox.Size.y ;
bbox.Size = localBBox.Size;
r3dVector rotation = GetRotationVector();
// there's a bug with rotation so I've to swap the axis.
float temp;
temp = rotation.y;
rotation.y = rotation.x;
rotation.x = temp;
r3dDrawLine3D(GetPosition(), GetPosition() + r3dPoint3D(0, 20.0f, 0), gCam, 0.4f, r3dColor(242, 64, 0));
r3dDrawCircle3D(GetPosition(), 2.0f, gCam, 0.4f, r3dColor(242, 255, 0));
r3dRenderer->Flush();
/* }*/
#endif
}
Now go to HUD_TPSGame.cpp
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
Search on Main.cpp
Search switch( r_shadows_quality->GetInt() )
replace this:
Code:
case 1:
r_transp_shadows->SetInt( 0 ) ;
r_terra_shadows->SetInt( 0 );
r_shadow_blur->SetInt( 0 );
r_dir_sm_size->SetInt( MAX_DIR_TEX_SIZE );
r_shared_sm_size->SetInt( 1024 );
r_shared_sm_cube_size->SetInt( 1024 );
r_active_shadow_slices->SetInt( NumShadowSlices - 2 );
r3d_assert( r_active_shadow_slices->GetInt() ) ;
r_shadows->SetInt( 1 );
r_dd_pointlight_shadows->SetInt( 0 );
ShadowSplitDistancesOpaque = &ShadowSplitDistancesOpaqueLow[0];
break;
for this
Code:
case 1:
r_transp_shadows->SetInt( 0 ) ;
r_terra_shadows->SetInt( 0 );
r_shadow_blur->SetInt( 1 );
r_dir_sm_size->SetInt( MAX_DIR_TEX_SIZE );
r_shared_sm_size->SetInt( 1024 );
r_shared_sm_cube_size->SetInt( 1024 );
r_active_shadow_slices->SetInt( NumShadowSlices - 1 );
r_shadows->SetInt( 1 );
r_dd_pointlight_shadows->SetInt( 0 );
ShadowSplitDistancesOpaque = &ShadowSplitDistancesOpaqueLow[0];
break;
And now need this files
for install this fix go to Data\ObjectsDepot and delete this folders
WZ_CityBuildings
WZ_CityDecay
WZ_CityProps
WZ_CityStreets
WZ_InteriorProps
WZ_Military
WZ_Nature
WZ_NatureAmbient
WZ_RoadObjects
WZ_Settlement
WZ_Signs
WZ_Terrain
WZ_TownBuildings
WZ_TownProps
WZ_Walls
and put this folder of the zip, remember no replace
https://mega.co.nz/#!E4tlWIbb!AlOKND...ExZStAe7Y4qHgY
fixed driving power reversing giving equal selected graphic quality.
VehicleManager.cpp
Search this:
Code:
void VehicleManager::DoUserCarControl(float timeStep)
{
if (!drivableCar)
return;
PxVehicleDrive4W &car = *drivableCar->vehicle;
//Work out if the car is to flip from reverse to forward gear or from forward gear to reverse.
bool toggleAutoReverse = false;
if (car.mDriveDynData.getUseAutoGears())
{
toggleAutoReverse = ProcessAutoReverse(timeStep);
}
//If the car is to flip gear direction then switch gear as appropriate.
if(toggleAutoReverse)
{
mInReverseMode = !mInReverseMode;
if(mInReverseMode)
{
car.mDriveDynData.forceGearChange(PxVehicleGearsData::eREVERSE);
}
else
{
car.mDriveDynData.forceGearChange(PxVehicleGearsData::eFIRST);
}
}
//If in reverse mode then swap the accel and brake.
if(mInReverseMode)
{
const bool accel = carControlData.getDigitalAccel();
const bool brake = carControlData.getDigitalBrake();
carControlData.setDigitalAccel(brake);
carControlData.setDigitalBrake(accel);
}
PxVehicleDrive4WSmoothDigitalRawInputsAndSetAnalogInputs(gKeySmoothingData, gSteerVsForwardSpeedTable, carControlData, timeStep, car);
clearInputData = true;
}
To this:
Code:
void VehicleManager::DoUserCarControl(float timeStep)
{
if (!drivableCar)
return;
PxVehicleDrive4W &car = *drivableCar->vehicle;
//Work out if the car is to flip from reverse to forward gear or from forward gear to reverse.
bool toggleAutoReverse = false;
if (car.mDriveDynData.getUseAutoGears())
{
toggleAutoReverse = ProcessAutoReverse(timeStep);
}
//If the car is to flip gear direction then switch gear as appropriate.
if(toggleAutoReverse)
{
mInReverseMode = !mInReverseMode;
}
//If in reverse mode then swap the accel and brake.
if(mInReverseMode)
{
carControlData.setDigitalAccel(false);
carControlData.setDigitalBrake(false);
carControlData.setDigitalAccel(carControlData.getDigitalAccel() || Keyboard->IsPressed(kbsUp));
carControlData.setDigitalBrake(carControlData.getDigitalBrake() || Keyboard->IsPressed(kbsDown));
car.mDriveDynData.forceGearChange(PxVehicleGearsData::eREVERSE);
const bool accel = carControlData.getDigitalAccel();
const bool brake = carControlData.getDigitalBrake();
carControlData.setDigitalAccel(brake);
carControlData.setDigitalBrake(accel);
}
else {
carControlData.setDigitalAccel(false);
carControlData.setDigitalBrake(false);
carControlData.setDigitalAccel(carControlData.getDigitalAccel() || Keyboard->IsPressed(kbsUp));
carControlData.setDigitalBrake(carControlData.getDigitalBrake() || Keyboard->IsPressed(kbsDown));
car.mDriveDynData.forceGearChange(PxVehicleGearsData::eFIRST);
const bool accel = carControlData.getDigitalAccel();
const bool brake = carControlData.getDigitalBrake();
carControlData.setDigitalAccel(accel);
carControlData.setDigitalBrake(brake);
}
PxVehicleDrive4WSmoothDigitalRawInputsAndSetAnalogInputs(gKeySmoothingData, gSteerVsForwardSpeedTable, carControlData, timeStep, car);
clearInputData = true;
}
This code was from Codex's thread, as it should be added to this post.
-
Re: [Tutorial]Enabling vehicles.
-
Re: [Tutorial]Enabling vehicles.
95%
You get in the vehicles, you stay in the spot you got in at.
-
Re: [Tutorial]Enabling vehicles.
everyone already knows that.! :)
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
mesut816
no work, in game crash!!!
deleted reported threads!
As I said, figure the stuff out your self, as this is the golden apple to some Emulators.
Right SecretsOfThePast and other emulator devs?
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
LziNN
everyone already knows that.! :)
I didn't know it. There are people who don't know. If you knew this why you didn't share? :)
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
zh1nt0
I didn't know it. There are people who don't know. If you knew this why you didn't share? :)
As he said, 95%. I do not spend it for months. Well you could share screenshots of the operation.
-
Re: [Tutorial]Enabling vehicles.
I honestly can say. that this is the most useful thing yet to come after all the source code releases.
Next up, planes.........up, up and away!
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
billyolak7
I honestly can say. that this is the most useful thing yet to come after all the source code releases.
Next up, planes.........up, up and away!
Man, there's plenty to do yet. Can show the running?
-
Re: [Tutorial]Enabling vehicles.
screen and? video?
please.
and spawn vehicles?
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
mesut816
screen and? video?
please.
and spawn vehicles?
It will not teach you that. Only taught you how to crawl. Now learn alone *-*
-
Re: [Tutorial]Enabling vehicles.
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
LziNN
It will not teach you that. Only taught you how to crawl. Now learn alone *-*
True words of a wise man, like any other person who has worked hard to get his emulator going, and not have it ruined like Minecraft.
Did you know it takes no skill to make a Minecraft Server?
You need skill to be like DeadZ or any other emulator possible.
Not just flimsy tutorials.
You need to have Perseverance to run one of these I have been developing mine for over 2 months.
You ain't gunna be handed everything in life premade for you.
-
Re: [Tutorial]Enabling vehicles.
how do I fix this error in warz.sln
I'm trying to make a tutorial to help, thanks to billyolak7. most do not know how
resolve this error if they can help me I would greatly appreciate it.
http://img196.imageshack.us/img196/5785/hvdt.png
In Warz_Server.sln
http://img5.imageshack.us/img5/7780/vg5c.png
sorry my english
-
Re: [Tutorial]Enabling vehicles.
need to figure that out how to make them work and then my second tutorial is born :D
-
Re: [Tutorial]Enabling vehicles.
Erro 1 error C3861: 'VehicleSetupDrivableShapeQueryFilterData': identifier not found c:\WarZ\src\GameEngine\TrueNature\Terrain.cpp 2118 WarZ Game Server
warz compiled with sucess
but warz server i cant compile now
-
Re: [Tutorial]Enabling vehicles.
Do you have PhysX 3.2.4?
Most of your guys problems is because of you not downloading it.
-
Re: [Tutorial]Enabling vehicles.
yes warz i compiled ok
only warz server for u it compile ?
Quote:
// physX
#define APEX_ENABLED 0
#ifdef FINAL_BUILD
//#define VEHICLES_ENABLED 1
#else
#ifndef WO_SERVER
#define VEHICLES_ENABLED 1
#else
#define VEHICLES_ENABLED 1
#endif
#endif
Quote:
#if VEHICLES_ENABLED
REG_VAR( d_drive_vehicles, true, 0 );
#endif // VEHICLES_ENABLED
#endif // FINAL BUILD
physx 3.2.4
warz.sln sucess
warzserver.sln error
3 errors
Erro 1 error C3861: 'VehicleSetupDrivableShapeQueryFilterData': identifier not found c:\WarZ\src\GameEngine\TrueNature\Terrain.cpp 2118 WarZ Game Server
-
Re: [Tutorial]Enabling vehicles.
As I said, search around the forums, there is bound to be fixes for these problems.
Quote:
Originally Posted by
doidloko
yes warz i compiled ok
only warz server for u it compile ?
physx 3.2.4
warz.sln sucess
warzserver.sln error
3 errors
Erro 1 error C3861: 'VehicleSetupDrivableShapeQueryFilterData': identifier not found c:\WarZ\src\GameEngine\TrueNature\Terrain.cpp 2118 WarZ Game Server
Index of /warz source code/src for your files.
This is what I use for my backups.
-
Re: [Tutorial]Enabling vehicles.
dont work
i m using your link https://mega.co.nz/#!yJd0WB7T!dA7-Ih...eYzy8gs5BahBjk
physx too the error is in terrain.cpp
can u send this?
-
Re: [Tutorial]Enabling vehicles.
-
Re: [Tutorial]Enabling vehicles.
-
Re: [Tutorial]Enabling vehicles.
THX MAN SORY FOR MANY QUESTIONS KALISTO HELP ME
NOW OK
WARZ.sln OK
WARZ SERVER.sln ok
NOW FOR TESTE WHAT I MAKE ? I TRY SEE IN CLEAR VIEW = DEADZ BUT I DONT SEE CAR IN CLEAR VIEW
I M IN THIS PLACE AND NO HAVE CARS WHAT I NEED MAKE TO TEST? *-*
http://www.youtube.com/watch?v=-JM7xNunBKE
-
Re: [Tutorial]Enabling vehicles.
don't crash and working.
:S
-
Re: [Tutorial]Enabling vehicles.
-
Re: [Tutorial]Enabling vehicles.
Hi,
I have Physx 3.2.4
warz.sln sucess
warzserver.sln error
1>..\..\..\src\GameEngine\TrueNature\Terrain.cpp(2118) : error C3861: 'VehicleSetupDrivableShapeQueryFilterData': identifier not found
1>..\..\..\src\GameEngine\TrueNature\Terrain.cpp(2392) : error C3861: 'VehicleSetupDrivableShapeQueryFilterData': identifier not found
1>..\..\..\src\GameEngine\TrueNature\Terrain.cpp(2444) : error C3861: 'VehicleSetupDrivableShapeQueryFilterData': identifier not found
I have take billyolak7's Terrain.cpp but I have exactly the same.
I use the Ragezone community edition
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
Leandro Lima
same errors for me, anyone have a solution?
-
Re: [Tutorial]Enabling vehicles.
for warz.sln I have found this : http://forum.ragezone.com/f789/carz-...ml#post7564691
But nothing for warzserver.sln...
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
DarkAngelBR
same errors for me, anyone have a solution?
Quote:
Originally Posted by
vecachaton
Hi,
I have Physx 3.2.4
warz.sln sucess
warzserver.sln error
1>..\..\..\src\GameEngine\TrueNature\Terrain.cpp(2118) : error C3861: 'VehicleSetupDrivableShapeQueryFilterData': identifier not found
1>..\..\..\src\GameEngine\TrueNature\Terrain.cpp(2392) : error C3861: 'VehicleSetupDrivableShapeQueryFilterData': identifier not found
1>..\..\..\src\GameEngine\TrueNature\Terrain.cpp(2444) : error C3861: 'VehicleSetupDrivableShapeQueryFilterData': identifier not found
I have take billyolak7's Terrain.cpp but I have exactly the same.
I use the Ragezone community edition
Quote:
Originally Posted by
Leandro Lima
Quote:
Originally Posted by
UltraTM
need to figure that out how to make them work and then my second tutorial is born :D
post the solutions for warz.sln warz_server.sln and so I arrive. I'll have the one output. Being that the warz_server.sln had to do something unexpected does not know if it will pay. test and respond to them the topic, we need a modeler for desbuga skeletons of cars
-
Re: [Tutorial]Enabling vehicles.
For warz.sln I've found this and it work for me :
found this
Code:
surfaceTypePairs = PxVehicleDrivableSurfaceToTireFrictionPairs::create(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);
and replace with this
Code:
surfaceTypePairs=PxVehicleDrivableSurfaceToTireFrictionPairs::allocate(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES);
surfaceTypePairs->setup(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);
this has been posted by shadow52, thanks to him.
but I have search for warzserver.sln, and no solution...
PS : sorry for my english, I'm french...
-
Re: [Tutorial]Enabling vehicles.
good as promised I will put my solutions for activation of the car:
WarZ.sln in:
search for:
Code:
// physX#define APEX_ENABLED 0
#ifdef FINAL_BUILD
#define VEHICLES_ENABLED 0
#else
#ifndef WO_SERVER
#define VEHICLES_ENABLED 0 // temp disabled due to new PhysX API changes
#else
#define VEHICLES_ENABLED 0
#endif
#endif
replace:
Code:
// physX#define APEX_ENABLED 0
#ifdef FINAL_BUILD
#define VEHICLES_ENABLED 1
#else
#ifndef WO_SERVER
#define VEHICLES_ENABLED 1 // temp disabled due to new PhysX API changes
#else
#define VEHICLES_ENABLED 1
#endif
#endif
search for:
Code:
#if VEHICLES_ENABLEDREG_VAR( d_drive_vehicles, false, 0 );
#endif // VEHICLES_ENABLED
#endif // FINAL BUILD
replace:
Code:
#if VEHICLES_ENABLEDREG_VAR( d_drive_vehicles, true, 0 );
#endif // VEHICLES_ENABLED
#endif // FINAL BUILD
Search for:
Code:
surfaceTypePairs = PxVehicleDrivableSurfaceToTireFrictionPairs::create(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);
replace:
Code:
surfaceTypePairs=PxVehicleDrivableSurfaceToTireFrictionPairs::allocate(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES);
surfaceTypePairs->setup(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);
In Warz_Server.Sln:
Search for:
Code:
VehicleSetupDrivableShapeQueryFilterData
erases lines VehicleSetupDrivableShapeQueryFilterData
My compile good test there and to post their progress as I
notes: so I'm having trouble with the bones of the forehead still buggy tire:
my thesis about the crash when it goes nowhere and that maybe the files. SKL car must be buggy. po it says we need a modeler to help us
thank those who are coming into this argument post, I hope you have to share advances
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
Leandro Lima
good as promised I will put my solutions for activation of the car:
WarZ.sln in:
search for:
Code:
// physX#define APEX_ENABLED 0
#ifdef FINAL_BUILD
#define VEHICLES_ENABLED 0
#else
#ifndef WO_SERVER
#define VEHICLES_ENABLED 0 // temp disabled due to new PhysX API changes
#else
#define VEHICLES_ENABLED 0
#endif
#endif
replace:
Code:
// physX#define APEX_ENABLED 0
#ifdef FINAL_BUILD
#define VEHICLES_ENABLED 1
#else
#ifndef WO_SERVER
#define VEHICLES_ENABLED 1 // temp disabled due to new PhysX API changes
#else
#define VEHICLES_ENABLED 1
#endif
#endif
search for:
Code:
#if VEHICLES_ENABLEDREG_VAR( d_drive_vehicles, false, 0 );
#endif // VEHICLES_ENABLED
#endif // FINAL BUILD
replace:
Code:
#if VEHICLES_ENABLEDREG_VAR( d_drive_vehicles, true, 0 );
#endif // VEHICLES_ENABLED
#endif // FINAL BUILD
Search for:
Code:
surfaceTypePairs = PxVehicleDrivableSurfaceToTireFrictionPairs::create(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);
replace:
Code:
surfaceTypePairs=PxVehicleDrivableSurfaceToTireFrictionPairs::allocate(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES);
surfaceTypePairs->setup(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);
In Warz_Server.Sln:
Search for:
Code:
VehicleSetupDrivableShapeQueryFilterData
erases lines VehicleSetupDrivableShapeQueryFilterData
My compile good test there and to post their progress as I
notes: so I'm having trouble with the bones of the forehead still buggy tire:
my thesis about the crash when it goes nowhere and that maybe the files. SKL car must be buggy. po it says we need a modeler to help us
thank those who are coming into this argument post, I hope you have to share advances
nice, thanks
-
Re: [Tutorial]Enabling vehicles.
DeadZ fans, this is why the vehicles were removed.
-
Re: [Tutorial]Enabling vehicles.
How to added spawn Venicles? i am go studio-object-gameplay (not VeniclesSpawnPoint)!!!!!!
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
Poster13
How to added spawn Venicles? i am go studio-object-gameplay (not VeniclesSpawnPoint)!!!!!!
you must activate it in the pasa ... \ Data \ ObjectsDepot \ GAMEPLAY \ Objects.dat
Code:
9
PlayerSpawnPoint obj_PlayerSpawnPoint
ItemSpawnPoint obj_ItemSpawnPoint
PostBox obj_PostBox
AmbientSound obj_AmbientSound
MusicTriggerArea obj_MusicTriggerArea
ReverbZone obj_ReverbZone
ReverbZoneBox obj_ReverbZoneBox
ZombieSpawn obj_ZombieSpawn
PermanentNote obj_PermanentNote
place so:
Code:
10PlayerSpawnPoint obj_PlayerSpawnPoint
ItemSpawnPoint obj_ItemSpawnPoint
PostBox obj_PostBox
AmbientSound obj_AmbientSound
MusicTriggerArea obj_MusicTriggerArea
ReverbZone obj_ReverbZone
ReverbZoneBox obj_ReverbZoneBox
ZombieSpawn obj_ZombieSpawn
PermanentNote obj_PermanentNote
VehicleSpawn obj_VehicleSpawn
so will help in so anymore. Because I realized that people who are viewing this topic are not to help us in our project car po so I'm seriously considering not put anything, since nobody else has helped others help so intent creditos want to catch other people, and I know those who can do fucionar will sell 100%, and not to develop an ongoing project po so I'm seriously considering stopping to discussion in this post. Ja that nobody wants to help also not vo help those who do not want help!.
I have two theories about the car crash the game more without the help of a programmer and a modeler does not have to take the project forward
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
Leandro Lima
you must activate it in the pasa ... \ Data \ ObjectsDepot \ GAMEPLAY \ Objects.dat
Code:
9
PlayerSpawnPoint obj_PlayerSpawnPoint
ItemSpawnPoint obj_ItemSpawnPoint
PostBox obj_PostBox
AmbientSound obj_AmbientSound
MusicTriggerArea obj_MusicTriggerArea
ReverbZone obj_ReverbZone
ReverbZoneBox obj_ReverbZoneBox
ZombieSpawn obj_ZombieSpawn
PermanentNote obj_PermanentNote
place so:
Code:
10PlayerSpawnPoint obj_PlayerSpawnPoint
ItemSpawnPoint obj_ItemSpawnPoint
PostBox obj_PostBox
AmbientSound obj_AmbientSound
MusicTriggerArea obj_MusicTriggerArea
ReverbZone obj_ReverbZone
ReverbZoneBox obj_ReverbZoneBox
ZombieSpawn obj_ZombieSpawn
PermanentNote obj_PermanentNote
VehicleSpawn obj_VehicleSpawn
so will help in so anymore. Because I realized that people who are viewing this topic are not to help us in our project car po so I'm seriously considering not put anything, since nobody else has helped others help so intent creditos want to catch other people, and I know those who can do fucionar will sell 100%, and not to develop an ongoing project po so I'm seriously considering stopping to discussion in this post. Ja that nobody wants to help also not vo help those who do not want help!.
I have two theories about the car crash the game more without the help of a programmer and a modeler does not have to take the project forward
spawn dont working((( studio crashed((((
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
Poster13
spawn dont working((( studio crashed((((
check your source, here worked normally.
-
Re: [Tutorial]Enabling vehicles.
i am added Venicles spawn , my server dont working(((
Quote:
000000.806| PhysX Warning (invalid parameter): 'Wrong version: foundation version is 50463232, tried to create 50463744' at file ..\..\foundation\src\PsFoundation.cpp, line 144
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
Poster13
i am added Venicles spawn , my server dont working(((
check the line 144 of PsFoundation.cpp. you are trying to compile warz.sln?
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
Leandro Lima
check the line 144 of PsFoundation.cpp. you are trying to compile warz.sln?
No)) i am all compiled, this is server log
-
Re: [Tutorial]Enabling vehicles.
build your warz with the new physx
dont use the old one.
-
Re: [Tutorial]Enabling vehicles.
What i make to spawn in game?
Warz.sln ok
physx 3.2.4 ok
warz server.sln ok
i added this in studio
Quote:
10
playerspawnpoint obj_playerspawnpoint
itemspawnpoint obj_itemspawnpoint
postbox obj_postbox
ambientsound obj_ambientsound
musictriggerarea obj_musictriggerarea
reverbzone obj_reverbzone
reverbzonebox obj_reverbzonebox
zombiespawn obj_zombiespawn
permanentnote obj_permanentnote
vehiclespawn obj_vehiclespawn
ok
i go to studio and i place the car
MY LEVELDATA.xml FOR COLORADO I ADDED THE CAR
Quote:
<object className="obj_VehicleSpawn" fileName="VehicleSpawn">
<position x="4766.8521" y="67.8763" z="4445.8398" />
<gameObject hash="1488282132" PhysEnable="true" MinQuality="1" BulletPierceable="0">
<rotation x="-0.0000" y="357.6702" z="358.7095" />
</gameObject>
<VehicleSpawn VehicleModel="Data\\ObjectsDepot\\Vehicles\\Drivable_Buggy_01.sco" />
</object>
I MAKE ALL OK BUILD AND I DONT SEE THE CAR IN GAME O.O
-
Re: [Tutorial]Enabling vehicles.
check your gameserver log. do you find :
Quote:
000003.075| skipped not defined server object obj_VehicleSpawn
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
doidloko
What i make to spawn in game?
Warz.sln ok
physx 3.2.4 ok
warz server.sln ok
i added this in studio
ok
i go to studio and i place the car
MY LEVELDATA.xml FOR COLORADO I ADDED THE CAR
I MAKE ALL OK BUILD AND I DONT SEE THE CAR IN GAME O.O
you let the server online where tested? warz.exe or Studio.exe? also did not show up in my car when I added the spawn. More testing ingame yet tested have not put server online. so ask to test them
-
Re: [Tutorial]Enabling vehicles.
i can't find PsFoundation.cpp is not found
pls upload thanks
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
maxmaz9
i can't find PsFoundation.cpp is not found
pls upload thanks
does not exist...look here http://forum.ragezone.com/f792/physx...6/#post7677408 and not BUILD solution. REBUILD solution
-
Re: [Tutorial]Enabling vehicles.
Quote:
check your gameserver log. do you find :
000003.075| skipped not defined server object obj_VehicleSpawn
I DONT HAVE THIS IN MY LOG O.O
Quote:
you let the server online where tested? warz.exe or Studio.exe? also did not show up in my car when I added the spawn. More testing ingame yet tested have not put server online. so ask to test them
YES I MAKE A TUTORIAL AND COMPILED THE WARZ.SLN OK
LATER FOR WARZ SERVER I HAVE ERROS
AND I MAKE THIS
VehicleSetupDrivableShapeQueryFilterData < DELETED ALL LINES WITH THIS
OK WARZ SERVER.SLN SUCESS TOO
I COMPILED MY WARZ.EXE OK AND THE SERVER.
LATER IN LOCAL PC I ADDED IN STUDIO
Quote:
10
playerspawnpoint obj_playerspawnpoint
itemspawnpoint obj_itemspawnpoint
postbox obj_postbox
ambientsound obj_ambientsound
musictriggerarea obj_musictriggerarea
reverbzone obj_reverbzone
reverbzonebox obj_reverbzonebox
zombiespawn obj_zombiespawn
permanentnote obj_permanentnote
vehiclespawn obj_vehiclespawn
THIS AND I MAKE A 5 CAR SPAWM IN MY MAP
I SAVE THE MAP OK AND I BUILD IT MY WARZ.EXE IS DONE MAPA HAVE SPAWM WARZ SERVER BUT DONT SHOW IN GAME O.o
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
doidloko
I DONT HAVE THIS IN MY LOG O.O
YES I MAKE A TUTORIAL AND COMPILED THE WARZ.SLN OK
LATER FOR WARZ SERVER I HAVE ERROS
AND I MAKE THIS
VehicleSetupDrivableShapeQueryFilterData < DELETED ALL LINES WITH THIS
OK WARZ SERVER.SLN SUCESS TOO
I COMPILED MY WARZ.EXE OK AND THE SERVER.
LATER IN LOCAL PC I ADDED IN STUDIO
THIS AND I MAKE A 5 CAR SPAWM IN MY MAP
I SAVE THE MAP OK AND I BUILD IT MY WARZ.EXE IS DONE MAPA HAVE SPAWM WARZ SERVER BUT DONT SHOW IN GAME O.o
Turn off your caps button.
-
Re: [Tutorial]Enabling vehicles.
what the problem with cap ?
-
Re: [Tutorial]Enabling vehicles.
It makes you seem like a 12 year old.
IT MAKES YOU SEEM YOU WANT EVERYTHING AT THIS EXACT MOMENT.
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
billyolak7
As I said, figure the stuff out your self, as this is the golden apple to some Emulators.
Right SecretsOfThePast and other emulator devs?
Not everyone wants to spend several months learning something just so they can have a working server with skills ect, some people want to have it all without having to work for it because they want a server where they can play with their friends, ever thought about the other half? That's the problem in the world no one ever thinks about the other half of anything, whether it be PvP vs PVE or this.
There will always be two sides of the coin.
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
tyrael75
Not everyone wants to spend several months learning something just so they can have a working server with skills ect, some people want to have it all without having to work for it because they want a server where they can play with their friends, ever thought about the other half? That's the problem in the world no one ever thinks about the other half of anything, whether it be PvP vs PVE or this.
There will always be two sides of the coin.
Are you kidding me, you are not going to have everyone hold your fucking hand through adult hood are you?
Sorry, anyone can take this knowledge and make it a full fledged server.
Don't trust anyone with ideals that others have slaved to make, for the non working people to prosper.
-
1 Attachment(s)
Re: [Tutorial]Enabling vehicles.
Attachment 135242
afther i added vehicles spawn in map this error
,sorry bad english
-
Re: [Tutorial]Enabling vehicles.
maxmaz9 same problem here, if you solve it pls share
-
Re: [Tutorial]Enabling vehicles.
-
Re: [Tutorial]Enabling vehicles.
Have you updated to the latest 3.2.4
Even update your Apex as well.
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
billyolak7
Have you updated to the latest 3.2.4
Even update your Apex as well.
thank bro.
how to update please share tut.
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
maxmaz9
thank bro.
how to update please share tut.
you have to apply at developer.nvidia.com
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
billyolak7
you have to apply at developer.nvidia.com
https://fbcdn-sphotos-e-a.akamaihd.n...19530083_n.jpg
i have account, and download. where?
http://www.youtube.com/watch?v=_6rDt-8HRTo&
-
Re: [Tutorial]Enabling vehicles.
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
billyolak7
Download Apex/Physx
i update Physx 3.2.4 in ..\src\External\PhysX
http://image.ohozaa.com/i/254/sUdX24.png
apex version?
and how to added?
thank
-
Re: [Tutorial]Enabling vehicles.
-
Re: [Tutorial]Enabling vehicles.
thank you, billyolak7
my brother,
same error T^T
i copy&replace apex to ..\src\External\Apex
and build solution
no error
i download Apex sdk 1.2.3 x64 this ok?
-
Re: [Tutorial]Enabling vehicles.
physX#define APEX_ENABLED 0
change that to 1
-
Re: [Tutorial]Enabling vehicles.
Error 6 error C2227: left of '->setSkipOcclusionCheck' must point to class/struct/union/generic type c:\WarZ\src\GameEngine\gameobjects\obj_Apex.cpp 243 Eclipse Studio
T^T
try and try
-
Re: [Tutorial]Enabling vehicles.
-
Re: [Tutorial]Enabling vehicles.
okay, my teacher
close->setSkipOcclusionCheck(true);
-
Re: [Tutorial]Enabling vehicles.
-
Re: [Tutorial]Enabling vehicles.
no, it's Default
error this
-
Re: [Tutorial]Enabling vehicles.
Mesh does not have associated vehicle drive information000435.175| !!!
That's the error.
So what we need to do is add the navmesh for the car.
I'll check with my mapper on how to achieve this.
DIO!
-
Re: [Tutorial]Enabling vehicles.
can you teamviewer help me,
916 250 102
3244
-
Re: [Tutorial]Enabling vehicles.
put it to false and leave it.
-
Re: [Tutorial]Enabling vehicles.
thank bro
i will try and try
-
Re: [Tutorial]Enabling vehicles.
==================
To any users reading this
==================
This thread is now a add in to the tutorial thread.
If you have any knowledge of this type of area.
Add it here.
-
Re: [Tutorial]Enabling vehicles.
http://www.youtube.com/watch?v=48v0jtpARA4
funny!!
3>..\GameEngine\gameobjects\obj_Apex.cpp(243) : error C2227: left of '->setSkipOcclusionCheck' must point to class/struct/union/generic type
this error line
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
umtdmrlp
you skipped a step: d_drive_vehicle
-
Re: [Tutorial]Enabling vehicles.
Which step?
I don't know.
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
umtdmrlp
Which step?
I don't know.
Search up d_drive, you'll know.
-
Re: [Tutorial]Enabling vehicles.
Oh, i knew.
But, I didn't skip this step.
I did everything.
At here:
http://www.youtube.com/watch?v=qy7Pk0h6pEM&feature=youtu.be
-
Re: [Tutorial]Enabling vehicles.
A video tutorial up soon.
-
Re: [Tutorial]Enabling vehicles.
Quote:
3>..\GameEngine\gameobjects\obj_Apex.cpp(243) : error C2227: left of '->setSkipOcclusionCheck' must point to class/struct/union/generic type
clone->SetRotationVector(GetRotationVector());
close->setSkipOcclusionCheck(true);
change the close to clone and done =)
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
billyolak7
A video tutorial up soon.
I'll thank you! :)
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
billyolak7
A video tutorial up soon.
You'r Hero for me :3
-
Very nice billy.
Sent from my Lt28at using Tapatalk 4 Beta
If you see this, that means it's 1-6 AM for me...
-
Re: [Tutorial]Enabling vehicles.
-
Re: [Tutorial]Enabling vehicles.
-
Re: [Tutorial]Enabling vehicles.
Today, for sure.
I am getting caught up with a lot of stuff.
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
billyolak7
Today, for sure.
I am getting caught up with a lot of stuff.
We are waiting for you Every day.
Quote:
Originally Posted by
billyolak7
physX#define APEX_ENABLED 0
change that to 1
http://upload.siamza.com/file_upload...813/855925.png
-
Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
maxmaz9
uncomment it maybe?
-
Re: [Tutorial]Enabling vehicles.
my error 000003.693| !!! r3d_assert 'apexSDK' at ..\GameEngine\gameobjects\ApexWorld.cpp line 188
http://image.free.in.th/v/2013/ij/130807111752.png
how to update Apex
thank!
-
Re: [Tutorial]Enabling vehicles.
I did everything I needed to, but in my game there is no means of transport (((
-
Re: [Tutorial]Enabling vehicles.
Quote:
CctCharacterController.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: __thiscall physx::shdfnd::SIMDGuard::~SIMDGuard(void)" (__imp_??1SIMDGuard@shdfnd@physx@@QAE@XZ) referenced in function "public: virtual unsigned int __thiscall physx::Cct::BoxController::move(class physx::PxVec3 const &,float,float,class physx::PxControllerFilters const &,class physx::PxObstacleContext const *)" (?move@BoxController@Cct@physx@@UAEIABVPxVec3@3@MMABVPxControllerFilters@3@PBVPxObstacleContext@3@@Z)CctCharacterController.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: __thiscall physx::shdfnd::SIMDGuard::SIMDGuard(void)" (__imp_??0SIMDGuard@shdfnd@physx@@QAE@XZ) referenced in function "public: virtual unsigned int __thiscall physx::Cct::BoxController::move(class physx::PxVec3 const &,float,float,class physx::PxControllerFilters const &,class physx::PxObstacleContext const *)" (?move@BoxController@Cct@physx@@UAEIABVPxVec3@3@MMABVPxControllerFilters@3@PBVPxObstacleContext@3@@Z)
help me
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Thank you.
I can fix it.
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Re: [Tutorial]Enabling vehicles.
@animehdth you missing the linker call to your new updated lib.. Mabye someday ill show u more than what is posted as ive got everything working etc.. 10%.
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Re: [Tutorial]Enabling vehicles.
how fix this? i have this error Error 158 error C2065: 'd_drive_vehicles' : undeclared identifier
i have this on Vars.h
REG_VAR( d_drive_vehicles, true, 0 );
i have Physx 3.2.4 And Apex 1.2.3
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Re: [Tutorial]Enabling vehicles.
Quote:
Originally Posted by
CodexPo
how fix this? i have this error Error 158 error C2065: 'd_drive_vehicles' : undeclared identifier
i have this on Vars.h
REG_VAR( d_drive_vehicles, true, 0 );
i have Physx 3.2.4 And Apex 1.2.3
Follow everything in the post, and do it right.
I can't highlight what area it is though.
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Re: [Tutorial]Enabling vehicles.
i make all from first post and not work, then i make this and work fine hahaha
Quote:
Original
#if VEHICLES_ENABLED
REG_VAR( d_drive_vehicles, false, 0 );
#endif // VEHICLES_ENABLED
#endif // FINAL BUILD
#if ENABLE_WEB_BROWSER
REG_VAR( d_url_navigate, "", 0 );
REG_VAR( d_show_browser, false, 0 );
#endif
Quote:
Edited
#if VEHICLES_ENABLED
//REG_VAR( d_drive_vehicles, false, 0 );
#endif // VEHICLES_ENABLED
#endif // FINAL BUILD
#if ENABLE_WEB_BROWSER
REG_VAR( d_url_navigate, "", 0 );
REG_VAR( d_show_browser, false, 0 );
#endif
REG_VAR( d_drive_vehicles, true, 0 );
now compile without errors, only need change this
surfaceTypePairs=PxVehicleDrivableSurfaceToTireFrictionPairs::allocate(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES);
surfaceTypePairs->setup(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);
and delete this lines for server
VehicleSetupDrivableShapeQueryFilterData
i put Vehicle Spam but i cant see ingame, is invisible hahah
http://img41.imageshack.us/img41/9404/jd8p.png
http://img62.imageshack.us/img62/2213/oejo.png
i put apex enable to 1 and close->setSkipOcclusionCheck(true); to clone->setSkipOcclusionCheck(true); now try if work
error to compiled server argggggg........
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Re: [Tutorial]Enabling vehicles.
Here again Download PhysX https://developer.nvidia.com/rdp/physx-downloads
(Sorry adm's if not released to post links)
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Re: [Tutorial]Enabling vehicles.
Guys, I do think that this issue is no more than a discussion, because it is essentially nothing, please send at least one video or a screenshot of how you actually added a car in the game, but not everyone is writing a tutorial but not a single car.
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Re: [Tutorial]Enabling vehicles.
i have problems when i enabled apex.
i use
Physx 3.2.4
Apex 1.2.3
this is my config
Code:
// physX
#define APEX_ENABLED 0
#ifdef FINAL_BUILD
#define VEHICLES_ENABLED 1
#else
#ifndef WO_SERVER
#define VEHICLES_ENABLED 1 // temp disabled due to new PhysX API changes
#else
#define VEHICLES_ENABLED 1
#endif
#endif
#if VEHICLES_ENABLED
REG_VAR( d_drive_vehicles, true, 0 );
#endif // VEHICLES_ENABLED
#endif // FINAL BUILD
surfaceTypePairs=PxVehicleDrivableSurfaceToTireFrictionPairs::allocate(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES);
surfaceTypePairs->setup(MAX_NUM_TYRE_TYPES, MAX_NUM_SURFACE_TYPES, mats, &drivableSurfaceType);
close->setSkipOcclusionCheck(true); to clone->setSkipOcclusionCheck(true);
all lines with VehicleSetupDrivableShapeQueryFilterData deleted
10PlayerSpawnPoint obj_PlayerSpawnPoint
ItemSpawnPoint obj_ItemSpawnPoint
PostBox obj_PostBox
AmbientSound obj_AmbientSound
MusicTriggerArea obj_MusicTriggerArea
ReverbZone obj_ReverbZone
ReverbZoneBox obj_ReverbZoneBox
ZombieSpawn obj_ZombieSpawn
PermanentNote obj_PermanentNote
VehicleSpawn obj_VehicleSpawn
if apex is to 0 then compiled without errors, but the car no see ingame, i have add VeichleSpawn but not see ingame, is invisible
but when i put APEX to 1 i have this errors only when compile WarZ server but no Studio or warz.exe
Anoyne know how fix this?
i try with Physx 3.2.3 and 3.2.4, get the same error when compile server
I have Warz DNC education with all patchs
Sorry for my bad english ahhah
http://img69.imageshack.us/img69/3360/f93x.jpg
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Re: [Tutorial]Enabling vehicles.
Why don't you try fixing it yourself? You have the capacity to fix it, just try searching for it '-'