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Author Topic: a stymying bug...  (Read 833 times)

PsychoWeasel9

« on: January 22, 2010, 09:47:26 PM »
Essentially, I made a pinball game with rad to see if it could be done.  Or I wad going to, when I encountered a bug.  I'd made one flipper, and then I was adding in a ball.  The ball was designed with low gravity pushing it towards the return pit.  Problem was, when I hit it with the flipper, it went straigt through the ground.  My rigidbody for the table was made correctly.  The ball was linked to the table.  I tried a different body than the table.  And then a different one for the ground.  Still didn't work, and I have no idea what's going on.  V6.40, vista premium, 4gb of ram, 380gb storage athlon 64x2 processor, running rad off a 80gb simpledrive USB drive. help?
« Reply #1 on: January 22, 2010, 11:55:48 PM »
make friction 0? sometimes if it grips too much, a forced move will be shot through another object.
not sure if you've already done that, just a random suggestion

also, i believe to make it more realistic, have gravity pull it down like normal, but angle the table, unless your g-force angle is the same, then it doesnt matter.

Currently using 7.22

PsychoWeasel9

« Reply #2 on: January 23, 2010, 09:00:35 AM »
Well, I tried angling the table first, but since it didn't work, I tried making it flat.  Also, it is not a forced movement.  It does this when being moved by gravity or a force object as well. ???
« Reply #3 on: January 23, 2010, 09:30:03 AM »
For a reliable simulation,

- Gravity should be normal
- Table should be angled as  a normal pinball. All stops, flippers, Etc. must be as in the real world.

As I understand, your ball passed thru, meaning it falls to the ground as if the table is not there. If so, there are other possibilities, assuming you connected all components (table-ball, flippers-ball, etc):

- Check the table collision mesh. It should be a closed body, and its triangles well connected. The most probable cause is a faulty mesh.  Remake it, with separate pieces for the table floor and all other items, like posts, walls, flippers, and so on. Triangles should be as the document says. Not to big, not to small.
-  Check the initial ball position. If it is just below "ground" it passes through and falls.  Too high a speed could be a problem too for other physics than ODE.
- Sync position between visual and collision body for all table components.

 

PsychoWeasel9

« Reply #4 on: January 23, 2010, 12:44:38 PM »
The body is a closed hull.  In any case, I tried the plane 1k mesh as well, and it still didn't work.  The ball is the ball2m mesh, and starts one meter above the table.  I tried a vertical g-force, and that didn't help.  Maybe my files are corrupt.  I'll re-install when I have time
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