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tjheldna

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Posts posted by tjheldna

  1. Hi Since todays latest terrain update I'm getting crashes in my projectile class which didn't happen before. The crashes are occurring during the physics update I believe.

     

    The crash is only occurring when trying to release an Entity with a Rigid Body and a mass and velocity set aka a projectile. If the entities velociy is set to 0 the crash doesn't occur when released.

     

    The entity is released after world->Render();

     

    Here is a screen of the call stack....

     

     

     

     

    If you need I can create a project demonstrating, but that will have to wait till tomorrow. I just thought I'd give a heads up if it's something simple.

     

    Cheers!

  2. Ive just had a look at the OSX publish option and had a query. When published under OSX a folder is created with your .app inside and all the game files loose in the same folder. Is it at all possible to get all game files nice and neat inside the .app file so your .app file can go directly into Applications?

     

    Cheers!

  3. I don't want to log this as a bug report as I hope for some feedback if any on the issue.

     

    ...So I've ditched my test level and started to create a "real level". I've set collectables only to have dynamic shadows and turned off dynamic shadows for the characters.

     

     

    I'm adding small objects like coins etc and as I'm doing so i'm loosing a heap of frame rate with shadows set to Dynamic on these objects. I have no lights in the scene apart from 1 directional light as it's outdoors.

     

    Here are the stats:

     

    -Distance on the objects is set to near.

    • shadows on fps settles around = 100 - 105 (no objects visible on screen)
    • shadows off fps settles = 220 - 290 (no objects visible on screen)

    There are 24 objects in the scene that I'm testing with most of them coins at about 38 polys.

     

    I'm getting a little worried as this is the start level and it's only going to get more intense from here!

  4. Would be really nice to have control over the mip map distances. In the game I'm making the camera offset distance is passed the first mipmap distance. So default all the textures look blurry.

     

    Is there functionality that I'm unaware of? If not it would be great to have control over the distance and amount.

     

    Cheers!

    • Upvote 1
  5. Hi Josh,

     

    Adding Terrain Layers works fine in the editor. The problem is occurring when I load the world in code.

     

    - If the terrain has greater than 4 layers only the base texture displays when a world is loaded.

     

    - If I remove the 5th layer textures, layers 1 - 4 display again.

     

    Hope this one makes sense. If you need any more info just let me know.

     

    Cheers

  6. Hi Josh,

     

    The character controller doesn't collide with a trigger controller at all any more. I set a break point in the collision hook and it is never hit.

     

    Cheers!

     

    EDIT

     

    Looks like it's the character controller only. Rigid body shapes fire the collision hook.

     

    EDIT Again

     

    Looks like it's between the character controller and Collision Type Trigger. If the rigid body is set to Prop etc the hook fires.

  7. It seems fastmocap is a waste of time and money I don't recommend it. I just can't seem to get a useful export from the program. Inside the actual program the animation seems fine, it's just the export which means the program is useless.

     

    I have submitted two tickets about the issues I am experiencing and have had no reply at all.

     

    Buyer be warned.

  8. Hi Josh,

     

    Here is another quick project demonstrating the unwanted collision with the inside of a trigger box and a character controller. As you will notice the controller will eventually force his way through the box. If you stop applying a force the player falls straight through as expected, while inside the box it's a different story. I don't know if this happens if the character controller is replaced with a Rigid body object.

     

     

     

    Cheers,

    Tim

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