Tool vehicle physics error

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Tanasoo




Literarian 250

Posts: 298
Joined: Sat Jan 01, 2005 7:15 pm

Tool vehicle physics error

Post 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.
Tanasoo




Literarian 250

Posts: 298
Joined: Sat Jan 01, 2005 7:15 pm

Post 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
Sonictag




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Post by Sonictag »

Did you link everything properly? and you dont need to overwrite other vehicles.
Tanasoo




Literarian 250

Posts: 298
Joined: Sat Jan 01, 2005 7:15 pm

Post by Tanasoo »

I just linked all of the nodes to the frame hull... How do you get vehicles in with out overwriting?

thanks
Sonictag




Wordewatician 500

Posts: 1241
Joined: Sun Aug 15, 2004 11:01 am
Location: England

Post 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..
Tanasoo




Literarian 250

Posts: 298
Joined: Sat Jan 01, 2005 7:15 pm

Post 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.
Tanasoo




Literarian 250

Posts: 298
Joined: Sat Jan 01, 2005 7:15 pm

Post 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
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