Re: [hlcoders] Map Scaling

2006-06-12 Thread Tim Holt
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

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Re: [hlcoders] Map Scaling

2006-06-12 Thread Justin Krenz

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

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Re: [hlcoders] Map Scaling

2006-06-12 Thread John Sheu
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

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Re: [hlcoders] Map Scaling

2006-06-11 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
To get it to stop twitching, you'll probably have to network more angle
bits...

--
ts2do
--

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Re: [hlcoders] Map Scaling

2006-06-11 Thread John Sheu
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

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Re: [hlcoders] Map Scaling

2006-06-11 Thread Tim Holt
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

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Re: [hlcoders] Map Scaling

2006-06-11 Thread John Sheu
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

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Re: [hlcoders] Map Scaling

2006-06-11 Thread Justin Krenz

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

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