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Dark Physics & Dark A.I. & Dark Dynamix / PhysX Vehicle Setup program (open source)

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tatts
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Location: Ontario,Canada
Posted: 8th Mar 2009 22:47 Edited at: 8th Mar 2009 22:49
hey Bergice! here's your car scaled....just use the same code i gave you! You'll have to enter in the correct size of the body and wheels for PROPER collision but it will drive around with the code as is.....just to show how I set things up myself to get it to work.

Let me know if this works for you.

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Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 10th Mar 2009 20:31
Tried using this program to rig a vehicle I made (box and cylinders, go figure)

It seems that no matter what values I put into the program... my car will ALWAYS drive sideways. The front wheels ARE the turning wheels aqnd the back wheels ARE the ones that accelerate, yet my car drives sideways............ wtf?

Using this program to "test drive", my car drives backwards and the wheels still rotate inward. When using the values copied to clipboard from this program and use it in my program.... the car drives sideways again.

Attached is my car if anyone wants to give it a shot.


The one and only,


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HowDo
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Location: United Kingdom
Posted: 10th Mar 2009 21:29
I am asuming that the program gave you some code like this to cut and paste.



your model produce an error for which is it could not give the correct ride height, working on fixing that.
it would give a -0.68 just took the - off.

can you tell/show which way the model looks when its in your model making program.

If I import in into AC3D it looks right but will not export out correctly(could be my settings).

If I am looking at the top view in AC3D it show the wheels like so
[----]

[----] <-- x

which should be correct if they are on the x axis.

How do you see wheels in your package.

Dark Physics makes any hot drink go cold.
Plystire
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Posted: 10th Mar 2009 23:44
Yup, wheels are on the x axis.


The one and only,


HowDo
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Posted: 10th Mar 2009 23:51
will be look into this later on Wednesday to see why or how to fix it.

Dark Physics makes any hot drink go cold.
Plystire
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Posted: 11th Mar 2009 00:03
Thanks, HowDo. I appreciate you taking the time to help me out.


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HowDo
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Posted: 11th Mar 2009 00:26
is there any chance that you could up load a .x file of your model, just so that I can see if its my converting to .x that's giving me errors.

do not worry if you can't do this.

Dark Physics makes any hot drink go cold.
Plystire
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Posted: 11th Mar 2009 01:29
I uploaded the .X version of my model

It's attached to my first post.


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HowDo
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Posted: 11th Mar 2009 13:23
cheers for the updated car, worked out whats going on.

Now it could be my code does not like very small models or physX does not small models.

Took your model and made it 500% bigger in AC3D and all worked as it should. how much bigger you should make your is up to you.
(drat mouse batt needs rechraging)

So I think you might need to make your 3ds model a bit bigger, plus my code thinks that the body bottom of object will be in line with the center of the wheels, your models has the body a bit lower which is why it give a -0.68 when it runs.

It also seem that 3d packages all have a different standared to what a size is, very helpfull.

So that whats going on how to do the work around I don't know yet.

cheers.

Dark Physics makes any hot drink go cold.
Plystire
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Posted: 12th Mar 2009 00:10
Thanks for looking into it for me HowDo, I'll give that a shot and let you know it turns out. From what I saw in Blender and the values that your program gave for my car, it appeared as though 1 grid unit in Blender was 1 Unit in DBP.

Strange...


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Plystire
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Posted: 14th Mar 2009 06:05
Alright, finally got around to testing it. I scaled the model up by 5x and now the car won't even move.

I positioned the center of the wheels with the bottom of the car as well.

The wheels still rotate inwards and the turning rotation (when I press left or right to turn the wheels) is based upon the z-axis, not the y-axis like it should be.


Here's the updated version I made, if you want to take a look at it.


The one and only,


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tatts
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Posted: 14th Mar 2009 07:51
Hey plystire,

Have tried my tutorial?

http://forum.thegamecreators.com/?m=forum_view&t=146920&b=30

The only requirement for it is that you have characterfx which is free online. Anyway just trying to help.

Hope you don't mind Howdo...
HowDo
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Posted: 14th Mar 2009 12:00
No don't mined at all, like i said it good tutorial, could have done with it when I started, looks like there some model packages out there that do it diffrent, to the others or Plystire would not be finding it so hard to get going.

Don't forget my program was to get you near the values you need to get going, then all you need to do was refine them.

@tatts
try what you done using DBPro basic shapes like box, cylinder and sphere and see if you can get a car going only using DBPro limbs in code.

Dark Physics makes any hot drink go cold.
tatts
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Posted: 14th Mar 2009 17:04
I will try that today and see. I have tried it once before using the truck, but I ran into a problem when trying to run it.

When I tried this, the code compiled fine, but when I ran it, it crashed and the error report said that I needed the limbs in order.

The limbs were in order, But I think it was because the floor is the first object created. it seems to me that adding limbs in dbpro, it expects you to start namimg your limbs from the 1st object on, which in the demos is the floor, I havent tried creating the floor after the car, but will continue myself to further try and figure this out.
tatts
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Posted: 14th Mar 2009 17:15
Sorry, to add to the last post..One thing that I have noticed too..
Dbpro expects you to start naming from object 1, limb 1 , mesh 1 ect.... right?
But if you look at my tutorial, you'll notice that the very first limb created, which is for the body. CFX starts at limb 2.....
Plystire
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Posted: 14th Mar 2009 22:07
Yeah, Blender does that too... the first limb is the "RootFrame".

I'll take a look at the tutorial and see what I can get going.


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