minor collision fix (compressed vector conversion) ![]() added mass option, considering that dynamic objects are just projections in bt world so more mass - less collision impact, less error factor, more tunelling (2k was default) added optionally vehicle spheres support, in case if trimesh is not enough to form correct convex hull shape should be compatible with custom ids ( it doesnt mean that it will work with custom ped models for sure ) added shape margin options (i some cases may prevent tunelling, 0 for default) added world expanding options (increase iNumIPLInstances by adequate values if you are using IPL mods (excluding dynamic objecst)) edited ragdoll constraints, aslo added constraint damping added dynamic object listeting in the same way as vehicles Good luck.Īs for the objects without collisions: they prob are scripted and also static. However if you can find some shaman which will dance around call at 005F12CA (CPhysical::applyForce(CVector, CVector, bool)), which is responsible for applying force to vehicles(?) coming out of collisions with peds, to cure devil out of there, youll be fine. Theres no tweak to turn insect into animal. The elder scrolls says that ancestors were using it to get dude, you are playing the game, which physics engine is prob older than you.
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