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DLL Talk / NGC - struggling with scaling

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BatVink
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 28th Sep 2004 08:03
For some bizarre reason, I cannot get my object to scale and be collision-enabled. I think I may have an issue with the order of events, but I'm blown if I know what it is. I have tried the following with the object radius and scale commands flipped, but still doesn't work:



help!

BatVink
http://biglaugh.co.uk/catalog AMD 3000+ Barton, 512Mb Ram, 120 Gig Drive space, GeForce 5200 FX 128 Mb, Asus A7N8X Mobo.
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Lost in Thought
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Location: U.S.A. : Douglas, Georgia
Posted: 28th Sep 2004 13:08
This works in DBP 5.6 beta 2 with NGC 2.03 retail.


BatVink
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Posted: 28th Sep 2004 17:03
Weird, my code is doing the same thing, and I'm on the same service pack and NGC version.

The item I'm setting up to collide with is an apple. It's basically a deformed sphere and a core that runs straight through the middle. I only get collision when I hit the very centre. I don't know if this is because of the core, or if it's just coincidental, and the collision sphere is too small.

The apple centre is also at the centre, so it's not an offset problem.

BatVink
http://biglaugh.co.uk/catalog AMD 3000+ Barton, 512Mb Ram, 120 Gig Drive space, GeForce 5200 FX 128 Mb, Asus A7N8X Mobo.
Terms & Conditions apply
Lost in Thought
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 28th Sep 2004 23:08
Try making an object (number 3) the size of your collision radius * 2 and placing it at object 1's coordinates. It will show you the size and location of your collision radius. Of coures I didn't need it for my DBP made object as ther are automatically centered but I use this alot with loaded objects.


BatVink
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Joined: 4th Apr 2003
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Posted: 29th Sep 2004 00:31
I tried this earlier today, and found that the collision sphere is only half the size of the object, even though I used object size x to create both the collision radius and the extra sphere. I have even made the collision radius to be the same as object size (not half, as you would expect) to get this result.

In other words, when I used object size * 0.5, I was actually making it a quarter size.

The biggest problem is that as the collision radius gets smaller, the issue is magnified by the fact that it is no longer at floor level either.

BatVink
http://biglaugh.co.uk/catalog AMD 3000+ Barton, 512Mb Ram, 120 Gig Drive space, GeForce 5200 FX 128 Mb, Asus A7N8X Mobo.
Terms & Conditions apply
Lost in Thought
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Posted: 29th Sep 2004 02:02
Weird. What program was the apple made in?

BatVink
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Posted: 29th Sep 2004 18:07
I "wussed out". ELLIP_TO_POLY works just fine, so I'll go with that for now. I was wanting the performance boost of ELLIP_TO_ELLIP, but it will have to wait until another day

BatVink
http://biglaugh.co.uk/catalog AMD 3000+ Barton, 512Mb Ram, 120 Gig Drive space, GeForce 5200 FX 128 Mb, Asus A7N8X Mobo.
Terms & Conditions apply
Lost in Thought
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Location: U.S.A. : Douglas, Georgia
Posted: 29th Sep 2004 23:15
at least its working.

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