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Dark Physics & Dark A.I. & Dark Dynamix / correctly place the decal_bullet after chooting object ?

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stcp
17
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Joined: 23rd Apr 2006
Location: france , limoge
Posted: 22nd Jul 2008 17:26
HELLO !

I test dark-Physics

and I find myself with a problem, here is the code :



impossible to correctly place the decal_bullet .
HowDo
21
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Joined: 28th Nov 2002
Location: United Kingdom
Posted: 22nd Jul 2008 18:31
What are using for your target cursor?

Dark Physics makes any hot drink go cold.
stcp
17
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Joined: 23rd Apr 2006
Location: france , limoge
Posted: 22nd Jul 2008 20:13
target cursor ?

sorry I do not understand .

I want just to place an impact bullet (decal_bullet )

sorry my english (googlelish )
HowDo
21
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Location: United Kingdom
Posted: 22nd Jul 2008 21:02
Is decal_bullet image odd even number of pixles.

Needs to be odd to have a center to place at center.

Or ask in french and we google back into english.

Dark Physics makes any hot drink go cold.
stcp
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Location: france , limoge
Posted: 22nd Jul 2008 22:04
ok, my problem, the plain does not orientation as the polygon detect ,no probleme pixels ,no probleme image

the commande :

xn1# = phy get ray cast hit normal x()
yn1# = phy get ray cast hit normal y()
zn1# = phy get ray cast hit normal z()


not orientation plain correctly.
HowDo
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Location: United Kingdom
Posted: 22nd Jul 2008 22:15 Edited at: 22nd Jul 2008 22:16
Ha! you are saying plain back to front. add a one on the end.

eg
make object plain decal_bullet,0.5,0.5,1


XIII <to this> IIIX

Dark Physics makes any hot drink go cold.
stcp
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Location: france , limoge
Posted: 22nd Jul 2008 22:52


look, my plain decal_bullet it's not orientation to polygon wall
HowDo
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Location: United Kingdom
Posted: 22nd Jul 2008 23:35
Now I see in your picture what you where meaning.

would finding the angle of the hit object and making the plain fit that work.

Dark Physics makes any hot drink go cold.
stcp
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Location: france , limoge
Posted: 22nd Jul 2008 23:48
yes !!

i'm test with phy get ray cast hit normal
and not work for the angle of the hit object or polygone .
dark coder
21
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Joined: 6th Oct 2002
Location: Japan
Posted: 23rd Jul 2008 00:17
They are normals, i.e. a unit-vector direction, not a world-space position like you're using in Point Object, add the position of the raycast hit to this normal to get this.

stcp
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Location: france , limoge
Posted: 23rd Jul 2008 00:35
yes !!! ok very good,work perfect! juste add the position thanks you HowDo and
dark coder !

HowDo
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Posted: 23rd Jul 2008 13:03
Well done.

If you have time make a small demo of this to show how its done use primitives with physX raycast and put it in code snippets, then we can all link to that post next time some needs to know how to do this.

Dark Physics makes any hot drink go cold.
stcp
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Location: france , limoge
Posted: 23rd Jul 2008 20:08
ok !
stcp
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Posted: 24th Jul 2008 01:05 Edited at: 24th Jul 2008 01:12
small demo no media :
sindore
19
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Location: Bedfordshire, UK
Posted: 24th Jul 2008 14:40
thats so cool, I cant say iv ever tried to do that with ray casting but it make perfect sense to. nice work

soul sucking devils, twisted body of the damed, slivering slim drips from every poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!
stcp
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Location: france , limoge
Posted: 30th Jul 2008 11:13
with force :
Krisper
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Posted: 2nd Aug 2008 09:51
Thanks for posting those examples. Please excuse my ignorance but I am wondering why the dynamic cube does not get hit? I don't see the forces do anything either.
stcp
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Joined: 23rd Apr 2006
Location: france , limoge
Posted: 2nd Aug 2008 13:42
hello, the last code works perfect
just the map is not affected by force because it's static

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