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Is it possible to achive 60 fps in Geck rendering window?


KiCHo666

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Hi!

I'm asking because I use a test cell in GECK to test out ragdolls since testing that way is much faster than going in/out of the game.

The reason I'd like a higher framerate is because physics is tied to the fps, so ragdoll that behaves normally in GECK might go haywire once in game that's running at 60 fps.
Geck runs at 20-30 fps, AFAIK.

Is it possible?

Thanks!

Edited by KiCHo666
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Already tried that, not working. :/

Gah, this is so aggravating!
I have new mr. handy's ragdoll and it worked great in GECK, but in game it goes crazy.

Funny thing is, if I use "sgtm" console command to slow down time, the ragdoll works great even tho framerate is still 60 fps.


EDIT: Ok, I've managed to fix it. It makes no sense, but it works. Had to move 2 specific constraints 2 units away on the X axis.

Edited by KiCHo666
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Oh, yes. Those hinge constraints were so annoying to figure out, but I've managed to master them (more or less) :P

Here's an image of what was bothering me and how I solved it:

http://puu.sh/rfmbN/1d339328ad.png

 

 

I've added additional rigid bodies to Mr. Handy's sensors to allow for more movement freedom as seen in animations it's using.
Two side sensors were troublesome and while their constraints were at 0, 0, 0 position, they went crazy at higher framerates.
This way they work correctly.

Hope it'll help others.

Of course, if someone has another way of achiving it, I'm more than happy to hear it! :)

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I tend to avoid the hinge constraints as much as possible, most of the time you can get away with a heavy modified ragdoll constraint and get it to cover an angle range of 180. A lot easier for the blood pressure to work with.

 

Perhaps if we ask nicely Jownd7 might be kind enough to work on it? There is also absolutely no visiual representatiom for prismatic constraints which is a shame, they work in FO3 and NV but are almost impossible to setup.

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