Search found 104 matches

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Search found 104 matches Page 1 of 11
by Hodo33
Tue Dec 24, 2019 3:22 am
Forum: TorqueScript
Topic: vehicle tires
Replies: 10
Views: 5889
I did but it only shows bounds as collision type. Not sure if the Maya file used to create it has the collision mesh or not. This is what I was going by wheeledvehicle.cpp // Determinw wheel radius from the shape's bounding box. // The tire should be built with it's hub axis along the // object's Y ...
by Hodo33
Sun Dec 22, 2019 11:28 pm
Forum: TorqueScript
Topic: vehicle tires
Replies: 10
Views: 5889
Yeah wheels are separate. I can't look at dae files.
by Hodo33
Sun Dec 22, 2019 4:27 pm
Forum: TorqueScript
Topic: vehicle tires
Replies: 10
Views: 5889
Loading a Cheetah in game and switching to object view does not show the wheels
Looking at the wheel it says collision type as bounds. As for the datablock I use same numbers and I do have a cylinder as collision smaller than the wheel so not sure..
by Hodo33
Fri Dec 20, 2019 4:36 am
Forum: TorqueScript
Topic: vehicle tires
Replies: 10
Views: 5889
I have made the collision mesh smaller than the tire and that didn't seem to work.
by Hodo33
Thu Dec 19, 2019 4:09 pm
Forum: TorqueScript
Topic: vehicle tires
Replies: 10
Views: 5889
My vehicles tires don't seem to actually touch the ground. I think the tire uses the bounding box for tire to ground collision. I have made the box smaller than the tire and still sits a little off the surface. I have altered the radius, collision tolerance, contact tolerance and it just wont touch ...
by Hodo33
Wed Dec 11, 2019 3:17 pm
Forum: TorqueScript
Topic: Memory allocation question
Replies: 4
Views: 3983
If I made the var part of the datablock declaration rather than creating it in the onAdd() would it then cross network? and the object allocation will be one contiguous block rather than having to append a pointer? datablock StaticShapeData(BoxA) { shapeFile = "art/shapes/boxes/boxa.dts"; someNewVar...
by Hodo33
Tue Dec 10, 2019 9:18 pm
Forum: TorqueScript
Topic: Unmount issue
Replies: 8
Views: 4670
@
User avatar
TorqueFan
you had the magic answer. I did the same and made a engineMethod and call it just before setting the transform and it works perfect.. thanks mucho !!!
by Hodo33
Tue Dec 10, 2019 3:29 pm
Forum: TorqueScript
Topic: Memory allocation question
Replies: 4
Views: 3983
If I have an object say simple static shape datablock StaticShapeData(BoxA) { shapeFile = "art/shapes/boxes/boxa.dts"; }; Then in the onAdd function BoxA::onAdd(%this,%obj) { %obj.type = 22; << memory for the object plus this extra data gets allocated at the time of creation ? } so I create one in t...
by Hodo33
Mon Dec 09, 2019 1:35 am
Forum: TorqueScript
Topic: Unmount issue
Replies: 8
Views: 4670
Using basic physics. As I said it works once but if I mount back to the bed without moving and get up again player falls through. I am using a spawnsphere with one meter size. the bottom point of the hedron is like 0.1 m above the floor. If I just do a unmount the player is standing in the middle of...
by Hodo33
Fri Dec 06, 2019 1:10 am
Forum: TorqueScript
Topic: HTTP/1.1 400 Bad Request
Replies: 3
Views: 4296
What data would you like to see? I am just sending player name and mission number so 1 bob 2 = tcpcode name mission here is the php. I have been using this for years and just this version I get a bad request <!DOCTYPE html> <html lang="en"> <HEAD> </HEAD> <BODY> <?php $code = $_POST["code"]; // $tcp...
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Search found 104 matches Page 1 of 11