View Full Version : Issue with Physx destructibles
Makaze
11-08-2009, 12:56 AM
I'm no longer able to derive Physx destructible from fractured meshes. It worked once just fine but now after clicking OK in the pop-up... nothing happens, nothing. No crash, no pop-up error, no error in the log. Simply nothing. I've tried on the fractured mesh this worked with previously and several others to no avail. Any ideas as to what's going on?
micahpharoh
11-08-2009, 01:00 AM
I'm working with them now too. Can you be more specific? Custom meshes or stock, what's your process, etc.
Makaze
11-08-2009, 01:10 AM
Stock meshes. Two specific ones I've tried are S_LT_Buildings_SM_BunkerWallB_STR_FRACTURED and a fractured version of S_NEC_Walls_SM_CAWall_STRc.
My process is to right click on them in the content browser and select "Create new Physx Destructible..." and then click OK in the ensuing pop-up. Which as I said worked once, just not anymore for some reason.
micahpharoh
11-08-2009, 01:13 AM
Now maybe we're not talking about the same thing, so first I'll ask, do you mean "Fractured" versions of the meshes? If so then I can help you, but I didn't even see an option for Physx Destructibles
Makaze
11-08-2009, 01:26 AM
So you can fracture static meshes and then blow those apart. And they produce physics chunks that bounce off of things until they are set to a "rest state" at which point nothing collides with them anymore. That works fine for me other than large chunks of things getting stuck in the air when used for destructible walls and things exploding a bit too much when setting composite chunks to explode on impact with the world. Minor issues, not bugs.
You can also take a fractured mesh and derive a physx destructible from it. It's chunks are actual Physx objects and can be shot and destroyed, picked up with the physics guns, stepped on, etc. I had some issues with the one I was able to make where by default it's only lit by dynamic lights and even after setting it to be lit by static lights the component chunks aren't, so once it's shot it turns black, again a minor issue and likely solvable.
But the problem I'm having now is that I can't create them anymore, at all.
micahpharoh
11-08-2009, 01:50 AM
I don't know how to fix it yet, but I've replicated the problem
micahpharoh
11-08-2009, 01:59 AM
yeah, it's some kind of bug. I did the exact same thing twice, and it worked the first time but not the second. If you figure it out give me a holler.
ltrulsse
11-08-2009, 01:24 PM
When I destroy my PhysX destructable my material on it just disappears. Does anyone have the same problem?
Makaze
11-08-2009, 01:30 PM
It's not the material that's disappearing it's the static lighting channel on the individual chunks, which makes sense as they are mobile and some faces were not available for static lighting. You'll notice that if you get close and fire the link gun then the green glow will illuminate it and show the correct material.
I can't test this because I can't make them anymore. But point lights by default do not cast dynamic light, try turning that on and I'm willing to bet your chunks will show up properly.
Brexer
11-08-2009, 01:41 PM
When i make a object (the ones with UT) to descructable, it complains over UV on D3DMesh coudnt be created.
So, when i break the object, it have no texture on the broken area's.
Tried on many different static objects, dunno if this is the same as you have problems with.
Makaze
11-08-2009, 01:54 PM
No, I'm trying it on static meshes that shipped with the UDK and getting no error at all. Just nothing happens after I click OK. It's also not happening when I fracture the mesh, that works fine but rather when I convert the fractured mesh to a Physx object.
ltrulsse
11-08-2009, 02:31 PM
I'm already using dynamic lights. It's not that the chunks get black. I have applied one material, and when I shoot the mesh, my applied material changes back to the default checker material. This only happens when using the physX destructible, not when using the standard fractured mesh :/
Makaze
11-08-2009, 02:33 PM
The whole thing or just the internal faces? If the whole thing then I've got no clue. But if it's just the internals then I had to manually set the LOD[1] material to get the internal faces to not be checkerboard.
ltrulsse
11-08-2009, 02:36 PM
It's the whole thing :/ I have set the LOD[1] material. Weird stuff
micahpharoh
11-08-2009, 05:51 PM
@Itrulsse
did you set an "Dynamic Outside Material" That might be your problem, if you have set one.
@Makaze
I'm still having the same problem as you. I press OK and nothing happens.
Makaze
11-08-2009, 06:10 PM
Yeah, complete reinstall didn't help. Either something didn't get cleaned up properly, like a registry setting or temp file somewhere or the UDK installer is not actually overwriting files.
micahpharoh
11-08-2009, 06:20 PM
I think maybe we need to submit it as a bug, but I don't know how or where.
NightClucker
11-09-2009, 09:35 AM
I think maybe we need to submit it as a bug, but I don't know how or where.
You just did. :-). If you find any issues please post them onto these forums and we will try to look at them.
AaronJones
11-09-2009, 10:24 AM
The problem seems that when you first create the PhysX, you get the dialogue box. Once you close the editor and reopen, the editor is saving the position off screen. My UTEditorUserSettings.ini saved the position as, "DlgNewPhysXDestructible=0,75499308,21443128,-75499260,0".
You are not seeing the window, but it's there. If you press "Enter" on the keyboard, the PhysX will be generated. Alternatively, you can edit that ini to, say, "DlgNewPhysXDestructible=0,300,300,-300," which will place it on screen. Of course, it will be saved off screen again once closed. So if you don't need to edit the options, just press "Enter".
We'll take a look at this. Thanks for the reports!
Makaze
11-09-2009, 10:48 AM
That's a bit more than my screen resolution :)
The workaround functions perfectly for me. Hitting enter generates thing as it should and editing the settings file causes it to pop-up in the proper place. Though only for one run of the editor, after closing and reopening it seems to be resetting.
Thanks for your help.
micahpharoh
11-09-2009, 05:48 PM
Well, that's good news that it will be taken care of. Thanks Epic!
iqnet
11-26-2009, 12:39 PM
Hi, can anyone explain to me why my texture is not showing on the physxdestructible?
Tried with force dynamic light on my light and some other thing but just blackness...
And is there any way to make chunks not vanish men shot by for example rockerlauncher?
Truth is i am on the verge of giving up totally, i have been sitting 2 days now trying to get texture to show up on physxdestructible with no luck, tried every possible setting.. and the documentation is not helping too much att all. I would really appreciate some help.
Thanx.
rmeyer
12-07-2009, 05:35 PM
I'm having the same problem. I create a physX destructible object, but when I shoot it. The outside texture changes to the default checkerboard pattern. Has anyone found out how to fix this yet?
rmeyer
12-17-2009, 01:19 PM
If your material changes to the default checkerboard after it breaks, make sure to check bUsedWithSkeletalMesh in the material editor.
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.