Re: [hlcoders] Map Scaling
Er yea John sory :) That's pretty sweet looking - I'd done some 1/8 scale stuff for larger terrain but 1/40 - impressive! I never did have any (or see any) physics issues but then I didn't stress it much. I did at one point forget to rescale the weapons and it's pretty amusing to see some guy with a 20' crowbar coming at you... In Quoting John Sheu [EMAIL PROTECTED]: On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote: Justin that looks pretty sweet btw - but let's see you hit an asteroid get some real physics going :D That's my project, BTW :-P And yeah, physics is in that, the whole nine yards. FYI that's at 1/40 scale. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map Scaling
Okay, so I found a much better way to handle the down scaling for my aircraft. I changed the phys_timescale to 0.125 to coincide with my new 1/8 scale instead of trying to modify gravity and the force of the engines and lift from the wings. Is this how you went about the scale down? The aircraft fly just fine now with no twitching and no excessive inertia. However, now that I feel confident that victory is mine, I try to adopt the exact changes to my vehicles only to find that their wheels absolutely do not want to act the same, instead behaving incredibly bouncing and ready to tip the vehicle over at any second. It probably has something to do with gears and springs now... John Sheu wrote: On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote: Justin that looks pretty sweet btw - but let's see you hit an asteroid get some real physics going :D That's my project, BTW :-P And yeah, physics is in that, the whole nine yards. FYI that's at 1/40 scale. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map Scaling
On Mon, 2006-06-12 at 19:13 -0400, Justin Krenz wrote: Okay, so I found a much better way to handle the down scaling for my aircraft. I changed the phys_timescale to 0.125 to coincide with my new 1/8 scale instead of trying to modify gravity and the force of the engines and lift from the wings. Is this how you went about the scale down? The aircraft fly just fine now with no twitching and no excessive inertia. However, now that I feel confident that victory is mine, I try to adopt the exact changes to my vehicles only to find that their wheels absolutely do not want to act the same, instead behaving incredibly bouncing and ready to tip the vehicle over at any second. It probably has something to do with gears and springs now... I'm kinda puzzled as to your physics problems with scaling. Are you scaling the entire environment, or only the aircraft models? I've had no problems with inertia and your twitching issues. Speaking of which, what's the magnitude of the twitching? I would avoid changing phys_timescale at all costs, as that seems like a fix sure to introduce a whole raft of other issues. If you're shrinking the environment, then shrink the models and recompile them (so the compiler computes new mass values, in your case at 1/512 mass.) Adjust your acceleration/force values by the 1/8 linear scale. There's a VPHYSICS_MIN_MASS and a VPHYSICS_MAX_MASS define in vphysics_interface.h; also, you'll probably want to add a call to IPhysicsEnvironment::SetPerformanceSettings() to customize the VPhysics environment. YMMV -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map Scaling
-- [ Picked text/plain from multipart/alternative ] To get it to stop twitching, you'll probably have to network more angle bits... -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map Scaling
On Sun, 2006-06-11 at 22:13 -0400, Justin Krenz wrote: Has anyone tried shrinking down all players and models to get larger sized maps? I know at least one mod has done it, but I can't remember which mod that was. http://www.youtube.com/watch?v=4-zA97BnOwo Physics seems fine to me. :) -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map Scaling
Justin, what kid of physics do you mean? Physics props interacting with the world, etc? Justin that looks pretty sweet btw - but let's see you hit an asteroid get some real physics going :D Quoting John Sheu [EMAIL PROTECTED]: On Sun, 2006-06-11 at 22:13 -0400, Justin Krenz wrote: Has anyone tried shrinking down all players and models to get larger sized maps? I know at least one mod has done it, but I can't remember which mod that was. http://www.youtube.com/watch?v=4-zA97BnOwo Physics seems fine to me. :) -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map Scaling
On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote: Justin that looks pretty sweet btw - but let's see you hit an asteroid get some real physics going :D That's my project, BTW :-P And yeah, physics is in that, the whole nine yards. FYI that's at 1/40 scale. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map Scaling
So is your ship an actual physics object and if so are you applying forces or modifying the velocity directly? What do you have as your drag coefficient and inertia values? John Sheu wrote: On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote: Justin that looks pretty sweet btw - but let's see you hit an asteroid get some real physics going :D That's my project, BTW :-P And yeah, physics is in that, the whole nine yards. FYI that's at 1/40 scale. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders