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Dark Physics & Dark A.I. & Dark Dynamix / DP - Is there any way to select the size and position of a collision box???

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Master Xilo
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Location: Bern, Switzerland
Posted: 21st May 2007 18:26
I haven't bought DP yet. But I wan't to use it to simulate some realistic physics with LEGO bricks. Is there any way to make a non-automatic generated collision box so the studs are not used for collision?

thx
vorconan
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Location: Wales
Posted: 21st May 2007 21:30
If the studs are not used for collision then how could it be considered realistic?
Master Xilo
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Posted: 22nd May 2007 12:49
it doesn't need to be fully realistic, but fast!
vorconan
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Posted: 22nd May 2007 20:20
box collision is fast, for me anyway, maybe not as fast as sphere collision though
Master Xilo
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Location: Bern, Switzerland
Posted: 22nd May 2007 20:56
jea, i know that box collision will be fast, but i don't want it to make an automatic created box around the whole object, because the studs need to be inside of the next brick, so is there anyway to do this? anyone?
Agent Dink
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Posted: 22nd May 2007 21:58 Edited at: 22nd May 2007 21:59
Yes, I think you can using

PHY MAKE RIGID BODY DYNAMIC MESH

The command fails with certain types of shapes though. It would work fine for a box. I'm pretty sure it's what you are looking for. It can take on the shape of anything you want because it uses a seperate invisible model mesh for the collision shape.

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Master Xilo
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Posted: 22nd May 2007 23:31
what exactly does this comand do? can i make a collision mesh for my object with this? or what? how does it work?
explain a more please

thank you
Agent Dink
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Posted: 23rd May 2007 01:00 Edited at: 23rd May 2007 01:02
Taken from the DP help file:



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Master Xilo
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Posted: 23rd May 2007 04:09 Edited at: 23rd May 2007 04:11
So, this command doesn't help me, right?
I don't want to use polygon collision and save this data into a file for "faster loading"
Agent Dink
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Posted: 23rd May 2007 05:02
No, the thing is with this command, you can do the poly collision with any mesh you want.

You can have your block with nubs as the visual object, and you can have a plain box with no nubs as the collision object. It'll do just what you need

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Master Xilo
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Location: Bern, Switzerland
Posted: 23rd May 2007 11:07
oh, wow, so, can i fistly load the collision object, save a collision mesh for it, delete it, load the brick with studs and attach the saved collision mesh to it!?!

If so, I'll buy DP
Master Xilo
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Location: Bern, Switzerland
Posted: 23rd May 2007 19:37 Edited at: 23rd May 2007 20:00
I bought it, but it doesn't work

i used :



and then:


="Dark PHYSICS Runtime Error: Supplied NxActorDesc is not valid. createActor returns NULL. [OK]"


what's wrong???????????????????
Agent Dink
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Posted: 24th May 2007 02:03
You dont need to use a .mesh file for it. A simple .X file works fine. I think that may be your problem.

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Master Xilo
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Posted: 24th May 2007 13:20 Edited at: 24th May 2007 13:22
that's not true, the helpfile says:
"file

the data from file to be loaded, this must have been saved with phy make rigid body dynamic mesh"

also: phy make rigid body dynamic mesh
does not work with my object, what's up?!?!?!
Master Xilo
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Location: Bern, Switzerland
Posted: 24th May 2007 20:36
ok, noone wants to help me, but i found a way around myself:


scale object object,100,83.333333,100
phy make rigid body dynamic box object,1
scale object object,100,100,100


haha! so thanks to myself!

but also thanks to Agent Dink and vorconan
Agent Dink
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Posted: 25th May 2007 01:26
Hmmm... lemme try something and I'll get back to you. I'll admit I did read that help file I posted wrong, sorry. I will post back with a code solution later for you.

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