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NVIDIA Competition 2008 / [PhysX Comp 2008] RanQor's Entry

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RanQor
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Posted: 12th Jul 2008 19:11 Edited at: 21st Jul 2008 05:25
Uber Demo
Preview Version (Stage 1 of Competition)
All Custom Modeling
UVW Mapping and Texturing
Setup Scene
Add scaling
Setup PhysX Objects (rigid and soft)
Create force to pickup objects and toss them around
Create Cloth objects
Setup Fluid Emiters
Create Tornado/Wind Forces
Finish Gui and fine tune any "bad" physics
Lighting
Setup Objects as breakable
Polish (Special effects, Shaders, etc.)

Final Version (Stage 2 of Competition)
Sandbox Mode w/ different scenes
Breakable Objects (Vase, tv, etc.)
Add special effects to book objects
?Add Music?

I welcome harsh criticism, so please let me know

Little Bill
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Posted: 12th Jul 2008 21:33
Looking good! I'd love to see you put a person in this and be able to jump on the bed and sofa Lol. And be able to punch things so they break.

Models look good. 3DS Max?

RanQor
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Posted: 12th Jul 2008 23:11
Great idea Little Bill, I'm going to try to add that to the Second Phase.

Yes, I generally work in 3DS Max.

New screenshot posted above
Little Bill
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Posted: 12th Jul 2008 23:39
Is that reflection I see on the refrigerator? Or just the texture?

RanQor
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Posted: 13th Jul 2008 00:10 Edited at: 13th Jul 2008 01:18
Thats a texture, but I will be adding a specular and reflection shader to it to help finish it out. I'm hoping I can figure out how to do a nice brushed metal shader, we'll see if I have time to do that before the deadline.
RanQor
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Posted: 13th Jul 2008 05:48 Edited at: 13th Jul 2008 05:53
Five new screenshots have been added!

Anyone have an opinion on that Living room wallpaper? I'm having a hard time determining if its too bold.
Little Bill
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Posted: 13th Jul 2008 08:36 Edited at: 13th Jul 2008 08:40
I think it's fine. It goes with the style of the sofas. Although, It don't match the floor. Maybe go for a darker, hardwood floor. Maybe a little like this:

http://valentiindustries.com/images/head-pic-hardwood-floor.jpg

or

http://www.atdg.com/parquet/wide_boards_hardwood_floor-1100961692.jpg

Star Vitebsk
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Posted: 13th Jul 2008 13:57
{......Five new screenshots have been added!

Anyone have an opinion on that Living room wallpaper? I'm having a hard time determining if its too bold. .....)


i`m first developed this idea.
http://forum.thegamecreators.com/?m=forum_view&t=132822&b=32

It is not good to steal!!!

RanQor
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Posted: 13th Jul 2008 15:45 Edited at: 13th Jul 2008 15:52
Star Vitebsk:
Yes I know yours was first, I saw your post last night when you added picture it put it at the top. I didnt steal your idea, we just happened to have similar ideas. I do wish you the best of luck!

Little Bill:
Thanks for the suggestions, I'll play around with the hardwood floors a bit.
Star Vitebsk
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Posted: 13th Jul 2008 18:09
RanQor
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Posted: 15th Jul 2008 05:43 Edited at: 15th Jul 2008 05:51
Fluids keep crashing the demo!

It use to show a buntch of balls in place of the fluid before, now it just crashes the entire application. Does anyone have any solution?

Executing the following simple code crashes the entire application:


Drivers:
175.19 Nvidia GPU Driver
8.04.25 PhysX PPU Driver

I guess this puts my demo on hold
DqP
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Posted: 15th Jul 2008 11:37
I've added this and it worked



Meshmap
Two things are infinite: The universe and human stupidity; and I am not sure about the universe
RanQor
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Posted: 15th Jul 2008 16:11
I meant that adding those lines to a already working scene crashes the demo.

I have all the objects loaded and have them all set to rigid bodies, everything is working fine until I add those three lines above to create a very simple fluid emiter.

I might have to just do something other than fluids, seems like Dark Physics is still in Beta. I sure wouldn't buy it with all the problems its having with fluids so far.
HowDo
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Posted: 15th Jul 2008 16:28
do you have an object with id 1, if so that why.

Dark Physics makes any hot drink go cold.
RanQor
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Posted: 15th Jul 2008 20:52
thats it.

I just assumed that fluids were independant like joints images sprites and everything else.

Thanks for the help HowDo.

Has there been any fix for the incorrectly rendered fluids yet?
Hoozer
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Posted: 15th Jul 2008 23:25
@ RanQor: Last time I had "a write" with Mike, he said/wrote he will have a look at it and that it seems to work only properly on GeFo-8800s! But it is unknown when he/TGC brings a fix for that bug! (If this wasn't, I maybe had played with fluids too, but with my GeFo-6800, there are only "bubbles" and so I stayed with good old (bugged) DP-particles and -rigid-bodies for my entry!)

Your "house" looks close to a "winning entry", cause all is so nicely textured etc.! Very beautyful! I'm excited to see it (the house/the physics) "in action"!

Hoozer

AMD64X24800+(939);2GB;GF6800LE (@12PS, 6VS; 380 MHz, RAM: 434 MHz)
DP-Sw-Mode-Comp-Entry (updated to V. 1.4):
http://forum.thegamecreators.com/?m=forum_view&t=109846&b=5&p=0
HowDo
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Posted: 16th Jul 2008 01:12
I've tried changing the background color to see if I could see the bubbles better, but nothing changed, anyone tried it with lights yet?

Dark Physics makes any hot drink go cold.
RanQor
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Posted: 16th Jul 2008 20:24 Edited at: 16th Jul 2008 20:27
Wow, so so many bugs.

Trying to use imported tet file for softbody, but the entire mesh is going crazy..triangles are getting stretched. Absolutly different than the simulation in the PhysXViewer. Wierd.

Is there anyway to set triangles in the TETRA mesh with independant flexibility? I want certain parts less flexible while other parts to react with more flexibility. I've tried using rigid body joints to join two separate soft bodies, but that doesnt work.

Anyone have any ideas?
RanQor
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Posted: 17th Jul 2008 15:00 Edited at: 17th Jul 2008 15:17
I somehow fixed the poly stretching, I really dont know how I did it. rofl

I'm still clueless how I can assign different tetra verts with different physics properties. I know its possible, I just dont know if its possible to with PhysViewer, I may have to write my own tetra mesh builder.

So I'm sitting here thinking what would be the "coolest" way to add fluids to this scene? I was originally thinking I could flood the entire house with actual fluids, but the performance is pretty horrible with just a single blob of fluid (even though I have a PPU).

Also I'm having a lot of trouble getting the "make object from limb" to work correctly. Seems like when I execute that command, the new object thats created has a wierd bug that you cant see the object at certain angles, and it gets streched out somehow. All my models were made to take advantage of the limbs structure, but I guess I will have to push that feature to the Second Phase when I have time to sort it all out.

O one more issue. I'm trying to use the "phy make rigid body dynamic mesh" command to create mesh based rigid bodies, but when I do it doesnt make any collision mesh at all (things will go right through it), but when I use the Static mesh it works fine (but then the object doesnt move at all and is stuck in its position). Any idea how I go about fixing this issue?

I appreciate any suggestions you may have!
Hoozer
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Posted: 17th Jul 2008 16:19 Edited at: 17th Jul 2008 16:21
@ RanQor: The "phy make..."- and "phy load..."-commands are switched! I found that out by myself trying to use my car in my entry! (I used "phy make..." and "phy load..." at the same time and was wondering why "phy make..." takes as long as my "phy make...; phy load..." example!)
To say it clearly:
"phy make..." -> "phy load..."
"phy load..." -> "phy make..."

I told that already Mike together with other stuff, but he hasn't responded reguarding this!

Also be prepared that the "dynamic meshes" don't react to "static meshes" (at least in my Wind-Channel they fall through, although normal dynamic primitives collide correctly with the "static mash"!) (I used a static primitive under my scene, to work-around this "feature"!)

You see why my entry didn't came along so well as I had to do a lot of "bug-hunting"!

I hope this helps!

Hoozer

AMD64X24800+(939);2GB;GF6800LE (@12PS, 6VS; 380 MHz, RAM: 434 MHz)
DP-Sw-Mode-Comp-Entry (updated to V. 1.4):
http://forum.thegamecreators.com/?m=forum_view&t=109846&b=5&p=0
RanQor
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Posted: 17th Jul 2008 16:25
Thanks Hoozer! I'll have to try that out later.

we'll see how much further I get before finding another bug..rofl
RanQor
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Posted: 19th Jul 2008 00:38
No luck with that

phy load rigid body dynamic mesh [objID]

Creates the error:
Parameter for 'PHY LOAD RIGID BODY DYNAMIC MESH' do not match 'ID, file$' at line ---

So It's acting like the commands arnt switched...
Hoozer
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Posted: 19th Jul 2008 01:18 Edited at: 19th Jul 2008 01:20
@ RanQor: You wrote "phy load rigid body dynamic mesh [objID]" as the command you used, but you obviously have vergotten the "filename$", so it's no wonder you get the error-message "PHY LOAD RIGID BODY DYNAMIC MESH' do not match 'ID, file$'"!
I use this for example:
Where the 'material'-parameter is optional! In my project it works perfectly! (Creating with 'phy Load...' and loading with 'phy make...'. Only the 'phy make...' is used for loading after I have the mesh created!)
If it doesn't work for you, then I have no idea why!

Hoozer

AMD64X24800+(939);2GB;GF6800LE (@12PS, 6VS; 380 MHz, RAM: 434 MHz)
DP-Sw-Mode-Comp-Entry (updated to V. 1.4):
http://forum.thegamecreators.com/?m=forum_view&t=109846&b=5&p=0
RanQor
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Posted: 19th Jul 2008 21:46 Edited at: 19th Jul 2008 21:47
I have already loaded my mesh through the object, does this mean I need to load it twice then?
Hoozer
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Posted: 19th Jul 2008 23:20
@ RanQor: You loaded your 3D-Mesh before (otherwise you couldn't create a PhysX-Mesh from it), BUT this time you "make" or "load" your PhysX-Mesh and NOT your 3D-Mesh! (They are two different things, one for the eye (3D-Mesh) one for the PhysX-logic (PhysX-Mesh)! That's why I named the example-file '.MSH', so I know what type/kind this file is! The nameing seems to be 'free', so you can call it what you like!)

Hoozer

AMD64X24800+(939);2GB;GF6800LE (@12PS, 6VS; 380 MHz, RAM: 434 MHz)
DP-Sw-Mode-Comp-Entry (updated to V. 1.4):
http://forum.thegamecreators.com/?m=forum_view&t=109846&b=5&p=0
RanQor
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Posted: 20th Jul 2008 01:03
I see. I used the "load" command to create the PhysX Mesh files, yet the files come out empty, and when I use "Make" to load the mesh files it does not have any collision at all except with the phy ground plane.

Any idea why the Mesh files that are generated are empty files all of which are exactly 33 KB each?
Hoozer
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Posted: 20th Jul 2008 04:44 Edited at: 20th Jul 2008 04:47
@ RanQor: In my entry the generated dynamic mashes work with particles (otherwise my entry would be total useless) and primitives, but they are "invisible" to static mashes (they fall trough them)! Anything else I don't know so far!
Reguarding the file-size of the physX-mesh-files: I also have mostly 33kb files, but there are files with 3, 10 and 53kb, too!

Hoozer

AMD64X24800+(939);2GB;GF6800LE (@12PS, 6VS; 380 MHz, RAM: 434 MHz)
DP-Sw-Mode-Comp-Entry (updated to V. 1.4):
http://forum.thegamecreators.com/?m=forum_view&t=109846&b=5&p=0
RanQor
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Posted: 20th Jul 2008 17:35
For me:
Dynamic Meshs go through other dynamic meshes.
Cloth objects do collide with dynamic meshs accuratly. (with or without the generated Mesh Physics file)
Dynamic Meshes go straight through static ones.
Phy Box also goes straight through dynamic meshes.
Phy Box collides with static mesh's and other Phy Box without any problem.

But I havnt tested particles.

What a headache!
Hoozer
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Posted: 20th Jul 2008 21:13 Edited at: 20th Jul 2008 21:13
@ RanQor: Now you see, what a "fun" it is to use DP, you always find something where you have to find a "work-around" and hope it works (or find a work-around for a work-around)!

My main-problem is, that my particles disappear every now and then and I have no clue what it's causing this!
My dynamic meshes work with particles and also primitives (tested only box, so far), but not with static meshes. (Who knows what is causing this. Seems also to be different from user to user!)

Hoozer

AMD64X24800+(939);2GB;GF6800LE (@12PS, 6VS; 380 MHz, RAM: 434 MHz)
DP-Sw-Mode-Comp-Entry (updated to V. 1.4):
http://forum.thegamecreators.com/?m=forum_view&t=109846&b=5&p=0
RanQor
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Posted: 20th Jul 2008 21:26
Yes I'm also experiencing random objects that dissappear based on the camera angle...

First it was a cloth object, now its a sphere...sometimes its a object created from a limb...*sigh*
Hoozer
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Posted: 20th Jul 2008 21:37
@ RanQor: Mike said he found something where a clipping-plain was misbehaving, but I tried his "trail-beta" and had the same issue with other objects in the scene (here I mean everything was fine as long as I didn't loaded my car and some other objects, then the disappearing was there again)! I send him my "big" example and had no report from him so far! (Maybe he has other stuff to do or it's a bigger problem!) Somehow I think the clipping-plains-problem might be connected together with the camera-problems I had during the try to use shaders! (Also 'dark coder' mentioned something, that he had problems with using shaders and camera-commands!) I really hope that V. 7.0 (Final) is clear of such "uphappy" stuff and it will be released soon, so we can take advantage of it!

Hoozer

AMD64X24800+(939);2GB;GF6800LE (@12PS, 6VS; 380 MHz, RAM: 434 MHz)
DP-Sw-Mode-Comp-Entry (updated to V. 1.4):
http://forum.thegamecreators.com/?m=forum_view&t=109846&b=5&p=0
RanQor
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Posted: 21st Jul 2008 04:10
When's that dx 10 version coming out.. I heard about it a year ago or so, but havnt seen any updates since...

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