and world overlap,also support needs to be checked then volumce chunk=50,& accurate chunk raycasts must be checked,now run in playground mode and the object should stick to the ground while being destroyed,also before exporting the .apx , make sure in playground mode damage threshold is =50 ,and damage radius is 1,once exported and imported into UDK you only have to change the properties of the destructible's DAMAGE CAP and that needs to be =50...lot's of tips! : ) lot's!
Thanks! It does take alot of work, most of being the SEED option,there's no manual input into seed so one has to wait until it reachs 999999 then resets to a lower seed like 500 or 1000,it runs very fast,and also some tips ,use slices and depth = to 1 ,randomize noise and seams variation(stay reasonable like under 40),uncheck UV map size and change width\height 1.0's to 100,in the assets tab remember to use a support depth of 1,also select form extended structures selctd chunks.
@PinshotStudios First I would like to say a big thank you. It all went fine except I can't walk on it in UDK unless it is destroyed. Second I think you should you make video turtorial on how do this because what you have done is amazing. Well Done, right I am off to make skyscraper in UDK...
A skyscraper awesome!make it good!.and well as for the collision, I think it's a beta deal. Apex objects assume a proprietary collision instead of being changed or altered during the export to UDK.1.1 should come out this year,shortly followed by 1.2 wich will include gpu rigid bodies,not since ageia physx has that been accuratley used.also i'm guessin' that the custom colliision you seek will be in version 1.2 also..it does bug me that they player floats 1 foot above a object.
I have been trying for a few hours now to try and get the effect that you have in this video. Is it possible you could point me in the right direction of getting the same effect?
Great! I like Apex very much! Its much less buggy and more efficient. Are you using cpu physx or gpu physx? because i have an ati card and a c2d e8400 after like 2500 pieces without any optimization it gets very laggy :D I created a tutorial for people having issues getting apex work explaining basic stuff. I will post as a video response if you dont mind.
Cool dude, making a video response would be super, and I am running PhysX on my GPU. I never thought cpu could cut it all these years anyways , even a quad core struggles with PhysX. If you make that tutorial I will definetly watch it : )
Great! Well Its a Two Part Tutorial, first about the proper creation in physxlab and second for the usage in udk ;)
But its very basic stuff you should know most off the things i explain already but anyway i would like if youd watch it and give your opinion;) The first is already up, the second is on the way should be there in one or two hours.
Is it prohibited in the Eula to have a public demonstration of apex physx lab since it's still private beta ? cause if it's not I would make a crapload of videos!and thanks for posting!
well, me too but you cant have everything i mean its fine by me apart from that what would the world be if every thing would be just as easy as clicking one button :D
It's yielding higher performance than the original destructibles,They really remind me of FBX format with some modification. The pipeline itself is not as automated as I thought it would be... of course there has to be modifications just to get it running correctly.It works out awesome though, but especially if you know the tweaks that had to be done before on physx destructibles, minus shadows and ambient occlusion and stuff to make it peak performance.
@DigitalDemolition Thank you so much for this. I can't wait for the tutorial. I am going to sub you. That is some of the best Apex work well done.
PinshotStudios 6 months ago
@PinshotStudios
and world overlap,also support needs to be checked then volumce chunk=50,& accurate chunk raycasts must be checked,now run in playground mode and the object should stick to the ground while being destroyed,also before exporting the .apx , make sure in playground mode damage threshold is =50 ,and damage radius is 1,once exported and imported into UDK you only have to change the properties of the destructible's DAMAGE CAP and that needs to be =50...lot's of tips! : ) lot's!
DigitalDemolition 6 months ago
@PinshotStudios
Thanks! It does take alot of work, most of being the SEED option,there's no manual input into seed so one has to wait until it reachs 999999 then resets to a lower seed like 500 or 1000,it runs very fast,and also some tips ,use slices and depth = to 1 ,randomize noise and seams variation(stay reasonable like under 40),uncheck UV map size and change width\height 1.0's to 100,in the assets tab remember to use a support depth of 1,also select form extended structures selctd chunks.
DigitalDemolition 6 months ago
@PinshotStudios First I would like to say a big thank you. It all went fine except I can't walk on it in UDK unless it is destroyed. Second I think you should you make video turtorial on how do this because what you have done is amazing. Well Done, right I am off to make skyscraper in UDK...
Thanks again.
PinshotStudios 6 months ago
@PinshotStudios
A skyscraper awesome!make it good!.and well as for the collision, I think it's a beta deal. Apex objects assume a proprietary collision instead of being changed or altered during the export to UDK.1.1 should come out this year,shortly followed by 1.2 wich will include gpu rigid bodies,not since ageia physx has that been accuratley used.also i'm guessin' that the custom colliision you seek will be in version 1.2 also..it does bug me that they player floats 1 foot above a object.
DigitalDemolition 6 months ago
I have been trying for a few hours now to try and get the effect that you have in this video. Is it possible you could point me in the right direction of getting the same effect?
PinshotStudios 6 months ago
@PinshotStudios
Example of Solutions:
imageshack.us/photo/my-images/594/solutionspreview.jpg/
DigitalDemolition 6 months ago
Great! I like Apex very much! Its much less buggy and more efficient. Are you using cpu physx or gpu physx? because i have an ati card and a c2d e8400 after like 2500 pieces without any optimization it gets very laggy :D I created a tutorial for people having issues getting apex work explaining basic stuff. I will post as a video response if you dont mind.
wallomedia11 11 months ago
@wallomedia11
Cool dude, making a video response would be super, and I am running PhysX on my GPU. I never thought cpu could cut it all these years anyways , even a quad core struggles with PhysX. If you make that tutorial I will definetly watch it : )
DigitalDemolition 11 months ago
@DigitalDemolition
Great! Well Its a Two Part Tutorial, first about the proper creation in physxlab and second for the usage in udk ;)
But its very basic stuff you should know most off the things i explain already but anyway i would like if youd watch it and give your opinion;) The first is already up, the second is on the way should be there in one or two hours.
wallomedia11 11 months ago
@wallomedia11
Is it prohibited in the Eula to have a public demonstration of apex physx lab since it's still private beta ? cause if it's not I would make a crapload of videos!and thanks for posting!
DigitalDemolition 11 months ago
@DigitalDemolition
well, i havent even thought of that:D
but as far as i know its not private beta anymore. anyway if its prohibited i should know soon
wallomedia11 11 months ago
One Question,can you even understand my talking because i have the feeling i talk somehow weird :D
wallomedia11 11 months ago
@wallomedia11
Yeah sounds clean cut. I can totally understand . It's funny how we have to set it up, I wish it was automatic with a script or program ! : )
DigitalDemolition 11 months ago
@DigitalDemolition
well, me too but you cant have everything i mean its fine by me apart from that what would the world be if every thing would be just as easy as clicking one button :D
wallomedia11 11 months ago
So what do you think about APEX D in general ? Is it better than PhysX Destructibles ?
Zogrim 11 months ago
It's yielding higher performance than the original destructibles,They really remind me of FBX format with some modification. The pipeline itself is not as automated as I thought it would be... of course there has to be modifications just to get it running correctly.It works out awesome though, but especially if you know the tweaks that had to be done before on physx destructibles, minus shadows and ambient occlusion and stuff to make it peak performance.
DigitalDemolition 11 months ago