Bug: PhysX Demo: Weapon clips away at certain rotations
by Alex Huck · in Torque 3D Professional · 05/01/2009 (12:12 am) · 8 replies
When rotating in first person on the PhysX demo, certain horizontal rotations cause your weapon to go invisible, here are my player transforms for where the clipping occurs:
2684.setTransform("-10.2158 -1.73976 0.0499994 0 0 1 1.54767");
Typing the below in the console should set it to the rotation that is causing the problem. (Assuming the game set 2684 as your player's ID, double check in the editor to get the ID just in case)
Note: Once in a while I tried setting my rotation the above via that console command, and it still showed my weapon, but once I moved my mouse a little it would disappear. So if it doesn't immediately make your weapon disappear try moving the mouse a little.
The weapon begins to clip on the left at transform: -10.3559 -0.606081 0.0500025 0 0 1 1.44796 and on the right side -10.3559 -0.606081 0.0500025 0 0 1 1.67729 if it helps
Windows XP, Latest DirectX / PhysX SDK / NVidia drivers, MS VS 2008 Pro,
[edit] I've found it seems to clip away every 90 degrees
[edit2] Moving forward causes the weapon to flicker when it's in a position it's invisible. Only seems to happen when moving forward, not strafing or backwards
2684.setTransform("-10.2158 -1.73976 0.0499994 0 0 1 1.54767");
Typing the below in the console should set it to the rotation that is causing the problem. (Assuming the game set 2684 as your player's ID, double check in the editor to get the ID just in case)
Note: Once in a while I tried setting my rotation the above via that console command, and it still showed my weapon, but once I moved my mouse a little it would disappear. So if it doesn't immediately make your weapon disappear try moving the mouse a little.
The weapon begins to clip on the left at transform: -10.3559 -0.606081 0.0500025 0 0 1 1.44796 and on the right side -10.3559 -0.606081 0.0500025 0 0 1 1.67729 if it helps
Windows XP, Latest DirectX / PhysX SDK / NVidia drivers, MS VS 2008 Pro,
[edit] I've found it seems to clip away every 90 degrees
[edit2] Moving forward causes the weapon to flicker when it's in a position it's invisible. Only seems to happen when moving forward, not strafing or backwards
About the author
#2
05/01/2009 (12:30 am)
Thanks, sorry I just now noticed the Torque 3D Beta 1 Known Issues sticky, reading it now before submitting new bugs
#3
edit: actually it also happens with the default new project, except it's when looking up
05/01/2009 (1:11 am)
I have it happening only in the PhysX demo. Also the weapon "flashes" (appears/disappears very fast) when moving.edit: actually it also happens with the default new project, except it's when looking up
#4
05/01/2009 (12:13 pm)
I believe the player bounds was changed in the FPS Genre Kit before we built this released Beta build, so this is probably why it's not happing in FPS Genre Kit but in PhysX and in the Full Template I believe too.
#5
do I make sence? if not I'll mave a quick vid of the bug. can reproduce it no problem.
every 90 degrees
05/01/2009 (12:19 pm)
dunno, the level has lines on the ground that create a kind of block effect, right? so if you rotate the player so that he is looking straight down the direction of the lines, the wep dissapears, within 5 degrees of straight down the lines, no wep, more than 5 degrees off of straight down the lines, wep shows. try it, the effect happens at 90 degree intervals, anytime you are within that 5 degree of looking straight down the lines.do I make sence? if not I'll mave a quick vid of the bug. can reproduce it no problem.
every 90 degrees
#6
05/01/2009 (12:20 pm)
I would love to see the bounds node you specify in max to actually control the players bounding box instead of it being overridden by fields in PlayerData. Better yet it could be animated during a crouch/swim animation which would make it change shape less suddenly than it currently does, remove those extra fields from PlayerData, and allow an artist it visually design it to be the correct size and eliminate the number guessing game we currently have.
#7
http://www.garagegames.com/community/forums/viewthread/88579
however in that case the camera was attached to a projectile .
same issue and cause or something different ?
05/01/2009 (8:10 pm)
Sorry to threadjack but this sound eerily similar to the issue i had in this thread.http://www.garagegames.com/community/forums/viewthread/88579
however in that case the camera was attached to a projectile .
same issue and cause or something different ?
#8
05/04/2009 (4:29 pm)
Logged.
Associate Tom Spilman
Sickhead Games
Its because the players eye point moves slightly outside his bounding box causing the entire player to stop rendering including his weapon.
So you could call this an art bug ... fix the eye point or Player bounds.