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Tool vehicle physics error

Posted: Fri Feb 11, 2005 10:09 pm
by Tanasoo
All rite, I am making a new vehicle and so far thing are going pretty well (for my first vehicle) except when I go to make the physics. Like in the UFO tutorial I rename and replace the tags, it exports fine, but when I compile it, it gives me this weird error like:

EAX: random hex number
EBX: random hex number
ect...
ect...
EIP: 0x7c90eb94, c3 8d a4 24 ?????
EXEPTION halt in \halopc\haloce\source\math\matrix_math.c,#1109: !realcmp<determinant, 0.0f>

I have no idea what this means, so I make an new directory, and make a test model with a "frame hull" a "collision geometry" and a "#nodetest". The "collision geometry" has a material applied to it with the same name.

When I export that and compile it I get the same error... So I tried re-naming the node to just "nodetest" (not "#nodetest") when I export that it works fine, but when I open it in guerilla, under "mass points" there are no entries...


What am I doing wrong?

Could someone go over making a .physics tag for me???

Thanks
Ps: it is NOT the same as the sphere error.

Posted: Sun Feb 13, 2005 11:58 pm
by Tanasoo
Never mind, I fixed it... Nodes too close to each other (don't know what's up with my test though :?: )

One last thing... I hear in order to get new vehicles ingame, you need to edit the .globals tag, but I also hear they you need to replace one of the old vehicles... When I test my vehicle, I just modify the ghost's .vehicle tag, setting the model, collision, animation, and now physics :D tags and editing the properties ect... I never modify the .globals tag, what is the point of doing so? Can you get new vehicles into the game WITHOUT overwriting the existing ones???

*edit* Ok, I just edited my .physics... I created two new powered mass points (front and back), set all of the wheel nodes to their appropriate power point, and to forward friction. When I run the model in game it is like floating, when you hit it all of the movements are cushioned, and when you try to drive it you can't move... Any ideas on what I missed?


thanks again

Posted: Mon Feb 14, 2005 1:27 am
by Sonictag
Did you link everything properly? and you dont need to overwrite other vehicles.

Posted: Mon Feb 14, 2005 9:25 am
by Tanasoo
I just linked all of the nodes to the frame hull... How do you get vehicles in with out overwriting?

thanks

Posted: Mon Feb 14, 2005 10:26 am
by Sonictag
Ok, well, from looking at http://wiki.fpsgamers.se/index.php?n=Ha ... leTutorial

Did you export as a JMA instead of JMS?

And if your vehicle has wheels, I expect you have to link some nodes to the wheels, or animate the wheels..

Posted: Mon Feb 14, 2005 11:48 am
by Tanasoo
I have fixed the floating problem... But I still can't get it to move!


I edited the globals tag, set the shaders and .vehicle tag in it, but it still is not appearing :x do I need to remake the .scenario tag its self?

*edit* yes I am sure it is a JMS.

Posted: Wed Feb 16, 2005 11:28 am
by Tanasoo
*Burp* Errr... I mean *BUMP*

I have tried just about every thing I can think of...

The vehicle has four wheels, and warthog like suspension. The collision geometry is one piece (wheels, windows, and suspension attached) named collision geometry. I made two powered mass points, front and rear, ground friction. There are Front right tire, front left tire, rear right tire, and rear left tire nodes (among other non-powered nodes) each in the center of it's wheel, with a radius of about .25. All of the wheel points have forward friction. Do I need to set the relative density, or relative mass, they are 1 and 3 respectively?


thanks