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View Full Version : How to get a StaticMeshActor to have full havok/karma physics?


Destroy
28th Apr 2005, 10:40 PM
This concerns SWAT4 btw and I have made the same post on their forums.

I'm fairly noobish, so be gentle.

I'm trying to make the enviroments more interactive. I've mainly just been making basic test maps and trying to figure things out.

I can't figure out how to make a StaticMeshActor object get full configurable physics like a HavokActor has?? One can only pulldown some premade HavokDataClass parameters like ragdoll, rigidbody, skeletal, etc..

Is there a way to activate the physics to a normal StaticMeshActor or convert a StaticMeshActor into HavokActor so the object can have complete full listing of the specific individual Havok physics?

BmB23
29th Apr 2005, 09:57 AM
Well Staticmesh actors cant move. In UT theres a thing called a Karma-actor wich can move.

it only works for some objects but:

find the object you want to be physical. right click in the world and see if a thing such as add Karma/havok/etc actor appears voila; Physics actor. of course you will have to adjust the physics parameters in order for it to behave realistically. and add collission sounds and shotsounds (hitsounds).

Destroy
29th Apr 2005, 08:30 PM
Well that added a HavokActor alright but the Havok properties of it are just like a StaticMeshActor i.e. very limited preset physics parameters. :(

I don't think it's possible to do what I want. Such a shame too. The highly detailed rooms and enviroments within SWAT4 are very impressive but at best only 1/8 of the objects in the rooms have physics to them. :( I was hoping to mod the game to make nearly 100% of the objects have proper physics and actions.

BmB23
30th Apr 2005, 02:55 AM
Try and look at stock havok actors and see what makes them behave like they do as opposed to the default setting.