gametechmods
Robot Arena => General Support => Topic started by: Gigafrost on December 02, 2008, 09:15:19 PM
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I created the collision mesh for my weapon that I am making. All I did was copy the mesh used to build it and pasted it in the collision section. The compiler went through, the game runs and the weapon doesn't crash, but when I test it out it passes through the walls and stuff... I also tried to make a map for it but it would not show up (used the *BITMAP blah.bmp stuff in Map type). Please help if you can. I made the map the same name as the filename in the code but it just wouldn't work...
Here is the code in full. BTW it compiles in Serges compiler but not in Dummys
https://gametechmods.com/uploads/files/7952jagged_blade.zip
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Did you check under: *GMID_HAVOK_RIGIDBODY
{
*NODE_NAME floor perimeter
*MASS 0.000000
*ELASTICITY 0.300000
*FRICTION 0.300000
*OPTIMIZATION_LEVEL 0.500000
*UNYIELDING 0
*SIMULATION_GEOMETRY 5
*GEOMETRY_PROXY_NAME (null)
*USE_DISPLAY_PROXY 0
*DISABLE_COLLISIONS 0 (make sure it's '0', ['1' disables the ability to collide]).
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Gig, could you send the file decompiled...
......
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Lol oops... I send the gmf. Recheck that link, I sent the .txt file instead.
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Bump... Sent the file to you Mad.
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It's cleaned up to compile, the mesh is kosher, the map skin is set, and I added an extra 'surprise' convenience to it Gig. It is a single independent component. Just add your description in the txt.
If it's not what you're looking for let me know.
You can catch me on MSN or PM.
..
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Works wonders mad thanks. I just recently found one little thing though.
When I create a texture map (like that craftedsteel.bmp file) it is displayed as only one color. Is there any way to fix this?
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I'll look at it after work today.
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OK cool.
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Has the skin issue been fixed? I don't know, I guess I'll post some quick comments just in case not.
There are 2 problems with that gmf.
1) The *MATERIAL_REF at the end of the samurai object is 1, which refers to the material with ref number of 1. You want the textured skin, which is ref number 0.
2) The object doesn't have any TVerts or TFaces, so even if you were using a texture, it wouldn't display properly. TVerts are two-dimensional coordinates between 0 and 1 that map out the object's different faces on a bitmap. 0,0 is the lower left corner. The number is a percent, so 0.5,0.5 is the middle. It's a lot like skinning a bot.
TFaces are like mesh faces, they link up three TVerts to make a triangle. There is one TFace for each mesh face, and generally you want them to correspond to the mesh faces in shape and size.
Look at a ram plate or something to see how the TVerts and TFaces are formatted.
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Oh OK. So for the TFaces, would I have to make the same variables as the mesh itself?
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Not necessarily. There is always a TFace corresponding to each mesh face, but you can have as many or as few TVerts as needed. So if you want, you could just make 3 TVerts at (0,0) (0,1) and (1,0) and make all the TFaces have the same TVerts. That will apply the same image to each face of the object.