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some objects - bus and the pillars not have collision.
https://yadi.sk/d/OLZ3rRiMf2WhB
until this moment in the city were high polygon lampposts, I made a new and low-poly, the model of bus has always been wrong collision(only box or shape, needed collisionTree)
Last edited by el_motoblock (4-Mar-2015 09:35:21)
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Hi!
your object must have the vertices not welded correctly.
Also when you set an object in static geometry plugits like object click wont work on it.
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Also the scale factor of the scene is too high for a correct physic simulation
Your objects are scaled * 64.
When you export the scene from max define the correct units (in meter) and make a reset X form on the all the objects.
do the same for the bus (1100 : 1 scale ratio in your case this is huge for physic precision)
this way you will have the objects with a 1:1 scale ratio and all will work better.
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I used to do a grid is approximately equal to the coordinates of the GTA San Andreas also compatible with the metric measurements.
I can copy and bus to the scene in 3dsMax. But I have to be all somehow rescale - and setting the default mesh objects on it. i'll try
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How can I make more appropriate to OS3D grid and how to do everything in 1.0?
Last edited by el_motoblock (4-Mar-2015 14:00:49)
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The Last version of newton physic engine still have some issues with scaled collisions
I hope it will make this better soon.
however it's always better to have a 1:1 ratio when you create a scene by yourself.
In 3ds max the "reset xform" tool (in the tools tab) allow to collapse all the object matrix scale and orientation.
So once you made it on the objects and defined the correct scene units it should export correctly.
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best setting could be 1 unit = 1 meter just like OS3D do
but the exporter will convert it anyway to meter.
just check and rescale your objects in max to fit the correct size.
you have a mesure tool in the tools tab to see the object size
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https://yadi.sk/d/OLZ3rRiMf2WhB all physyc/3d bugs fixed
i use old method "create Box-Ed Poly-Attach" to correct this
Last edited by el_motoblock (5-Mar-2015 06:44:57)
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Great !
be careful you set the physic solver in "exact" mode
This is very slow and only for high precision physic symulation.
1 pass solver is enough here
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Just saw that your 3D scene stil too huge.
you set the navigation camera to 4meter height to change the world size.
but physics will not react correctly until you use real meter units.
Otherwise you will fill to jump high and fall slowly because you fall 10 meters not 5.
Your scene is almost 2 times too big
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I made a card length is greater than in GTA San Andreas.
perfect for the "big game" Fallout New Vegas as - RPG for example
I can fix the scale of the player to the world
I'll make a quick move around the city
will be on the same link scene changes
how to change the settings of Mipmapping? I did not like as displayed range Mipmapping
http://www.ogre3d.org/docs/manual/manua … p_005fbias this is what I need?
Last edited by el_motoblock (6-Mar-2015 14:03:26)
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I forgot how to make teleport(ENter-EXit enex) by clicking on the object
in the scene about the doors were involved
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hi! its not works:
object click --> fps like control - lmb, set pos
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object click not works. i use key t to show cursor.may be because of this.
without transport journey through the city will be difficult
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Hi!
what parameter did you put in the set position link ?
it should be :
x y z
ax ay az
for position and rotation values
0 0 3
0 45 0
for example
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"bubble label" dont creates on mouse position at material. I then did as carts in TES V Skyrim with a choice of destination.
https://yadi.sk/d/OLZ3rRiMf2WhB
please see
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Hi
first you don"t use swiitch plugit correctly
you should use sequence plugit here to do this
key.down -> sequence.input
sequence.out1 -> mouse.show show
sequence.out2 -> mouse.show hide
the same for full screen do not use multiple instance and just link
key.down -> fullscreen.switch
second your world scale is still very bad (too huge)
third check the "enable on start" on mouse plugit, otherwise it disable some mouse behavior
finally all you scene act srtange with mouse selection buffer, I could not understand why for now
It could be because
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Just had a look further on your scene.
I could not understand why the buffer selector that manage the mouse don't work on play with your project.
what I did :
- new project
- import the scene
- set some part as static geometry (not the bus)
- apply physic and generate collition with magic button
- add FPS control
and all worked
strange indeed.
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