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Author Topic: Physics in WE & Game different ?  (Read 628 times)
acocq
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« on: November 10, 2008, 04:22:38 AM »


I've put together a simple world with a couple of terrains and a few models.

I added physics properties to a box, cloned it a few times and stacked them.

When I test the physics in the WE, things look OK (they wobble instead of resting still, which confuses me a bit - and thus they will tumble of their own accord sooner or later, but I can see them stacked).

When I run the game, I never see them stacked, they bounce around wildly (and I mean BOUNCE) without anything hitting them (I have an object falling onto the stack - in the WE, it "arrives" and topples the boxes, in the game, it arrives after the boxes have disspersed).

I have a couple of barrels (third party object) that work fine and I have "copied" the attributes from the OPR-file, but that did not solve the problem.

I've made a screenmovie from this, but have to convert it to a proper format before putting it up on YouTube (hopefully will get around to that this evening).

Any ideas so far ?

Cheers,
Andreas
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Squat
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« Reply #1 on: November 10, 2008, 12:32:14 PM »

Sounds like you have a case of duplicate boxes sitting in the same location. Perhaps you have something hidden in the editor, because that does not hide it from the game. If you want something to hide for the game aswell, you have to check "make invisible". You can find the hidden elements on your object list as they're the ones in brackets. ie., [EditableBox] or something. Unhide that and test in the Editor and you should see the exploding boxes. To fix it, delete it or check it as invisible.
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acocq
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« Reply #2 on: November 10, 2008, 01:16:22 PM »

Here's a link to the video:

http://www.youtube.com/my_videos_edit2?ns=1&video_id=G_KZuc7vIxk&next=%2Fmy_videos2%3Fpi%3D0%26ps%3D20%26sf%3Dadded%26sa%3D0%26sq%3D%26dm%3D2
« Last Edit: November 10, 2008, 01:19:04 PM by acocq » Logged

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Ransom
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« Reply #3 on: November 10, 2008, 01:20:43 PM »

Also, your dynamic steps may be different from the editor to your game.
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gekido
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« Reply #4 on: November 10, 2008, 02:24:31 PM »

The editor uses the dynamic step that you have specified for your project, so testing the physics should be identical.  Do any of these objects have scripts applied to them? 
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acocq
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« Reply #5 on: November 10, 2008, 04:08:53 PM »


OK, I think I've figured it out ....   Tongue

I assigned a COLLISION NAME of "Base".  Apparently, the Interactive Framework uses this name for some internal purposes, because as soon as I changed it to "BoxTest", everything was working just fine.  Roll Eyes  Duhhhh

I haven't figured out yet what the Interactive Framework does with that, but it screwed it up ...

Now, I just need to figure out why the boxes wobble/jiggle instead of just standing still  Shocked  and why setting the cast shadow flag causes the textures to flicker and why it produces ugly shadows (looks like some more reading and searching  Wink)....

Cheers,
Andreas
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VMachmedia
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« Reply #6 on: November 10, 2008, 05:55:54 PM »

The Interactive Framework will not affect any objects unless you assign an Interactive Script to them. Then they only use the Collision named 'Base' if the object is a character or has a state assigned to it. Are you using an Interactive Script ?  If not the name change may be affecting something but probably not through the Interactive Framework. If you are using an Interactive Script please send in the zipped bouncing object and opr file (use your Resource Center contact email) and we'll will look into it for you.

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acocq
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« Reply #7 on: November 11, 2008, 04:18:36 AM »


There's no script assigned to the object. I used the IF-example world as a starting point and added objects (about 100) to populate the level. Also added some terrain and tried to "stitch" them together.

Very weird ... because if the collision name is set to "Base", the boxes jump / bounce like crazy. If I rename it, it works fine  Shocked.

I agree that this should NOT make a difference (because there's no controller script associated with the object), but in fact, I do see the difference.  Roll Eyes

In any event, I'll start with a fresh project and recreate the setup. Maybe I did something else that has affected this.

Cheers,
Andreas
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