Why physicsShape into PhysicsDebrisData can't work in T3d1.2
by Szzg007 · in Torque 3D Professional · 12/06/2011 (8:39 pm) · 6 replies
I has copy "/Torque 3D Pro 1.1/Demos/Pacific" physicsShape files to T3d1.2
detail:
copy "/Pacific/game/art/shapes/physicsShapes" all files toT3d1.2demo/game/art/shapes/physicsShapes", and 2 files ("/Pacific/game/art/datablocks"physicsShape.cs" and "/Pacific/game/scripts/server" physicsShape.cs )
and add exec("./physicsShape.cs"); to "/game/art/datablocks/datablockExec.cs"
and add exec("./physicsShape.cs"); to "game/scripts/server/scriptExec.cs"
but can't work.....
so why?
Who can help me?
that files can't shiver...
detail:
copy "/Pacific/game/art/shapes/physicsShapes" all files toT3d1.2demo/game/art/shapes/physicsShapes", and 2 files ("/Pacific/game/art/datablocks"physicsShape.cs" and "/Pacific/game/scripts/server" physicsShape.cs )
and add exec("./physicsShape.cs"); to "/game/art/datablocks/datablockExec.cs"
and add exec("./physicsShape.cs"); to "game/scripts/server/scriptExec.cs"
but can't work.....
so why?
Who can help me?
that files can't shiver...
About the author
http://www.szzg007.com http://www.951gl.com/kits/index_store.html
#2
1) Create a project using one of the "PhysX" templates,
2) Copy the art assets for the physics objects from Pacific into your new project. You should be able to just copy the /art/shapes/physicsShapes/ folder to your new project.
If you want a simple test of the physics objects that will work with the PhysX Full template, create a .cs file in /art/datablocks/ (and exec it in datablockExec.cs) with just this in it:
These boulders don't roll very well due to their low-poly collision meshes, but it'll at least tell you if the physics stuff is all working.
12/07/2011 (9:42 am)
Just copying those files isn't going to do anything for you unless you also:1) Create a project using one of the "PhysX" templates,
2) Copy the art assets for the physics objects from Pacific into your new project. You should be able to just copy the /art/shapes/physicsShapes/ folder to your new project.
If you want a simple test of the physics objects that will work with the PhysX Full template, create a .cs file in /art/datablocks/ (and exec it in datablockExec.cs) with just this in it:
datablock PhysicsShapeData( PSBoulder )
{
invulnerable = 0;
category = "PhysicsShape";
shapeName = "art/shapes/rocks/boulder.dts";
mass = "10";
friction = "1";
staticFriction = "0.1";
buoyancyDensity = "0.1";
};These boulders don't roll very well due to their low-poly collision meshes, but it'll at least tell you if the physics stuff is all working.
#3
I find I have quoted PSRedBarre this object.
But, after I shot it, PhysicsShapeData not into PhysicsDebrisData
12/07/2011 (5:02 pm)
I think my question no description is clear. I find I have quoted PSRedBarre this object.
But, after I shot it, PhysicsShapeData not into PhysicsDebrisData
#4
I don't have access to the scripts from here, but I'm pretty sure the missing piece is the GameBase::damage function from Pacific's scripts/server/shapeBase.cs ... Should be able to just copy that function over to your project's shapeBase.cs.
Hopefully that'll do it... I can't test it from here.
12/08/2011 (12:13 pm)
Sorry, apparently I didn't really read the topic. I'm guessing you're getting a console error indicating that PhysicsShape doesn't have a damage function.I don't have access to the scripts from here, but I'm pretty sure the missing piece is the GameBase::damage function from Pacific's scripts/server/shapeBase.cs ... Should be able to just copy that function over to your project's shapeBase.cs.
Hopefully that'll do it... I can't test it from here.
Torque Owner Szzg007
super pig-head Studio
some body can talk me?