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Andy Gilbert

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Everything posted by Andy Gilbert

  1. is there away to prevent the road appearing like it is doing in the picture? It looks....rather bad. Thanks Andy
  2. Ok, when i tried this when first getting 2.3 i had this problem but ignored it thinking i was doing it wron and never looked into it again, now i want to have ago ive tried and cannot get roads to show? I add 3 road nodes? I select there mat file, i assign to the beginning and end and nothing, all i get is the billboards of the road nodes? And ive tried clicking "rebuild roads" many times! The highway level works fine however? Thanks Andy
  3. Yeh thats why i marked it with a ?? as i thought it was but was confused with its name. Ok, so ill use that. Cheers Mika.
  4. Hi tyler, Cant find that in the wiki? Only: 4.4 Check state (Get...) 4.4.1 GetBodyVelocity 4.4.2 GetBodyOmega <---- ??? 4.4.3 GetBodyMass Andy
  5. Just wondering if LE has any nice commands for calculating the torque generated by acting forces? Thanks Andy
  6. Hi Josh.. Ok ill answer the easiest. 1.You can't add forces to a mesh, only a body or a model. I know that, and i am adding to a body, it was just a name i was using. 2.Is Force a float value or a Vec3 itself? Im not to sure what you mean by that, but basically i have a variable which is a float that im using as my force in a Vec3. 3.In Lua you use nil, not null. Ok, ill change that, it compiles fine so i didnt know any other. 4.AddForceAtPoint is global, so I am not sure why you are transforming the point and force to local space to begin with. My originally question may answer that ( But basically because i want them local, not global) All, i want to do is add a force at a point on a body, and that force and position of it stay LOCAL to the body. Thanks Andy
  7. Doesnt seem to be that ,so this is still unknown... I have tried it on mesh's, bodies? Just cant seem to get it to work? Andy
  8. Hi tyler, yes thats right, i want to add a force at a point on my model, thats allways relative in position and rotation of the model, mesh1. Thanks Andy
  9. Hi.. does anyone know why the Vector will not stay local in this command? mesh1:AddForceAtPoint(TFormVector(Vec3(0,Force,0),null,mesh1),TFormPoint(Vec3(0,0,2),null,mesh1)) It starts fine, but as soon as it turns on a different axis, its clear the force is not acting relative any more. Thanks Andy
  10. Hmm.. i think this is when i buy blitzmax as trying this in C++ with only limited knowledge of C++ will probably be difficult, ill google it and see how it looks. Cheers Andy
  11. Does LE support for any of these input devices? Or does it have to be done enitirely in the language your using? Thanks Andy
  12. Hi, what is OO Single-State system, how will i benefit and whats the difference between what ever it is now to single state? Im confused with it. Thanks
  13. Cheers, is that a LE command or a specific syntax command? Im using lua and cant seem to get that working? And also, im confused with the command. By using that, it will give me a velocity of an object or axis in which ever direction it is going? What i mean by that is.. if i check the velocity of axis X.. and i apply a force behind it, it will move forward along X at V, if i rotate it or apply torque to 180 degrees so its moving back towards me V is now negative (even though the body is still moving forward). I need its relative body velocity. Thanks Andy
  14. Josh, how can i cake it so i am calculating the velocity of the objects in its direction? As apposed to just along its axis? thanks Andy
  15. Might try that, seems like a good command! Cheers Andy
  16. How can i calculate this? I know the how, but not in LE? I tried calculating the distance travelled between each frame against the apptime but.. didnt seem to get the correct results. Thanks Andy
  17. Yeh this definatly looks nice, would love to see some interaction with them characters! The birds are a great touch too, i think its them sort of things that really make scenes come to life, thers alot of little things alike in far cry that you dont really take much note to, but there there and make it all more real. And now with lua it makes life even more easier for stuff like that! Andy
  18. I cant believe you started with DB and you was the one who made inca! Back in my DB days i tried that a few times wondering how i could make the equivelent! Never managed it! Learn somthing new everyday! Andy
  19. I Agree too, I am really liking lua alot. Although heard of it, i had never used it up until now, and think i wil ldo for a long time now. Andy
  20. I use my LW registration key from the email as user and pass and it gets me in! Andy
  21. How can you prove that though?... lol joke. Yes i am using 1mass to 1kg!! Cheers Andy
  22. lol yeh it has. And sorry i was refering to Termnal Velocity, which is different. anyways, its been an interesting topic, ill just carry on with what im doing. lol. I only asked whilst at work and was "thinking" about it. Less thinking more doing! lol, i know what you mean. Its to much a wider subject and can go on and on and on. A bit like when i start thinking..whats beyond space or does it end and how big is it? (it winds me up even thinking about!) Anyways, like i said, ill just carry on as i am! Cheers Andy
  23. ?? Does it not? Wiki... Again i might be wrong. And isnt the equation for working out "time taken" T = D/S (V). V being velocity where the equation for velocity involves Mass? Andy
  24. Now... you see that confuses me? Im sure your right and it just my physics math thats **** but... if i hold to small boxes, same size same shape exactly the same but one is full of stones the other isnt and i drop them both from the same height.. which one will get the floor first? Im sure if they had long enough to fall they will reach max velocity and be falling the same but the weight one will initially fall faster? Andy
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