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Phygen ConvexHull


Volker
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This is really strange! So your 2.26 generated object is definitely dynamic in the Editor (Sandbox)?

 

I'll have to try it in 2.26 aswell, because thats the physics shape I would want generated and it may sort out some of the problems I've had generating physics meshes easily for my destructible objects instead of having to formulate collision primatives to do the job.

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This is really strange! So your 2.26 generated object is definitely dynamic in the Editor (Sandbox)?

 

not checked for that .obj

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Using the torusforphygen.obj supplied by Volker.

 

Using obj2phy.exe and obj2gmf.exe in the 2.26 SDK

 

copying the created .gmf and .phy to the models dir. in the 2.3 SDK

 

Creating a lua script.

 

torusforphygen.png

 

Setting mass to 1 .. it falls under physics.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

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BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Very interesting ... so is this using the latest version of the newton dll as I thought the phy files had changed since 2.26 and would no longer work in 2.3?

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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I repeated the process using the supplied .obj to generate both the .gmf and .phy using the tools in my backup 2.26 SDK, 2.26 as requested, as volker is not using 2.3 tools. The result is still as per pic I posted.

 

Using the 2.3 tools in the Current SDK the result is as per pic you posted above.

 

Using AC3D to generate a range of shapes exported to .obj I can't reproduce the error no matter which method. Maybe its an issue with Milkshapes .obj exporter? I don't have milkshape so cant test that. :blink:

I did the same process I did in Milkshape in AC3D to test if it is a Milkshape problem.

(Model created in AC3D -> obj -> Convertmesh and Obj2Phy)

 

Same result. ;)

 

Here are the files:

http://www.skopia.de/forum/Simpleac.rar

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Very interesting ... so is this using the latest version of the newton dll as I thought the phy files had changed since 2.26 and would no longer work in 2.3?

 

I assume when the model is dragged into the 2.3 editor it is using the latest version of newton.dll but the .gmf and .phy are being created in the tools folder in a backup of 2.26 on a seperate HDD, which has that versions newton.dll and gmfsdk.dll in. 2.27 change to using Newton Game Dynamics 2.08 and there was another change in 2.28/2.3. The lua script for the model is a simple template one to allow properties.

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(Model created in AC3D -> obj -> Convertmesh and Obj2Phy)

 

 

 

Just to clarify you are using the ConvertMesh.exe to generate the .gmf's? .. I am simply dragging the .obj onto the obj2gmf.exe in the 2.26 tools folder.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

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LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

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"I used to be alive like you .... then I took an arrow to the head"

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Just to clarify you are using the ConvertMesh.exe to generate the .gmf's? .. I am simply dragging the .obj onto the obj2gmf.exe in the 2.26 tools folder.

Yes, used Convertmesh.exe for .gmf. But this should not affect the . phy file.

Didn't know that dragging works. Used the commandline all the time.

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I'll do some more testing myself tonight when I get back from work as I'm somewhat surprised the 2.3 Editor will entertain phy files produced in 2.26 but find it hard to argue with the pic you posted MG. That clearly shows an active dynamic physics mesh. I have every version of LE from its initial release archived away so accessing 2.26 shouldn't be an issue.

 

It's interesting that using the 2.3 tools you get the same as us, if it wasn't for that pic I'd have said the Editor is seamlessly handling the rejection of the old phy file format and autocreating a collision tree mesh, but then the object wouldn't be dynamic. I'll post again with the results following my tests.

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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I'll do some more testing myself tonight when I get back from work as I'm somewhat surprised the 2.3 Editor will entertain phy files produced in 2.26 but find it hard to argue with the pic you posted MG. That clearly shows an active dynamic physics mesh. I have every version of LE from its initial release archived away so accessing 2.26 shouldn't be an issue.

 

It's interesting that using the 2.3 tools you get the same as us, if it wasn't for that pic I'd have said the Editor is seamlessly handling the rejection of the old phy file format and autocreating a collision tree mesh, but then the object wouldn't be dynamic. I'll post again with the results following my tests.

 

 

Well its odd.. thats for sure but all I can do at the moment is try different things, when I can, and post the results with exactly what workflow I did :lol:

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

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Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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There is no problem with making concave physically active objects. A concave object must be made out of multiple convex ones.

 

I looked at your .obj file and it is a single object. Break it up into multiple convex pieces, within one file, and it will work perfectly.

My job is to make tools you love, with the features you want, and performance you can't live without.

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There is no problem with making concave physically active objects. A concave object must be made out of multiple convex ones.

 

I looked at your .obj file and it is a single object. Break it up into multiple convex pieces, within one file, and it will work perfectly.

 

Which .obj file do you mean? The torusforphygen.obj, the simple.rar or simpleac.rar?

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My findings are, from my testing tonight, that using the torusforphygen.obj file with the 2.26 tools obj2gmf.exe and obj2phy.exe does produce a working dynamic physics mesh exactly like the one posted by MG (torus with green physics mesh) when placed in the 2.26 Sandbox. However, attempting to use those files in the 2.3 Editor does result in the phy file being overwritten by a collision tree version generated by the Editor and dynamic physics does not work.

 

However, creating the two files using the 2.3 tools works too, creating an identical dynamic mesh that simply surrounds the torus shape. So using the tools from either version appears to work for the respective versions. I don't understand why its not working for Volker.

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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My findings are, from my testing tonight, that using the torusforphygen.obj file with the 2.26 tools obj2gmf.exe and obj2phy.exe does produce a working dynamic physics mesh exactly like the one posted by MG (torus with green physics mesh) when placed in the 2.26 Sandbox.

Can you mail me your .gmf and .phy file, please?

volker [at] skopia.de

I'm waiting for my 2.3 upgrade (hint: paypal, Josh) to continue testing.

I really appreciate all the helping. Most features are finished for my little game

and I could start leveldesign.

Core2DuoE6570 / Windows7 64bit / 4 Gb RAM / Geforce GTX 260 896Mb / LE 2.3

Dell Inspiron 1720 / Vista SP2 / C2D 2.4 / 8600 GM

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