Collision isn't Working Properly

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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Marth8880
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Re: Collision isn't Working Properly

Post by Marth8880 »

Right, but cubes are able to be scaled separately in each axis; Coruscant has a ton of that going on.
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Maveritchell
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Re: Collision isn't Working Properly

Post by Maveritchell »

Marth8880 wrote:Right, but cubes are able to be scaled separately in each axis; Coruscant has a ton of that going on.
Pretty sure that's because the engine treats unevenly-scaled cubes as collision meshes, and not primitives. Those all get merged into the single collision mesh for an object, which is supported by buildings and not by vehicles.
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[quote="art_guide.doc"]A word about meshes: Multiple collision meshes for one object that you have are (and always were) MERGED at munge-time into ONE collision mesh. So you can’t have 2 collision meshes, one for ordnance and a different part for soldier. They will be merged together and used for one or the other. [/quote]
The art guide isn't clear re: what vehicles versus buildings support; that's just extrapolation from experience.
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Re: Collision isn't Working Properly

Post by Marth8880 »

Huh, well that would make a lot more sense...
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Re: Collision isn't Working Properly

Post by noMatt »

whats about -donotmergecollision? this would prevent the engine to merge them i guess :) and i dont understamd why battlefront doesnt support collision meshes for animated object, vehicles, characters and so on. is it more difficult to programm? or is it brcause of the perfomances?
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Maveritchell
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Re: Collision isn't Working Properly

Post by Maveritchell »

noMatt wrote:whats about -donotmergecollision? this would prevent the engine to merge them i guess :) and i dont understamd why battlefront doesnt support collision meshes for animated object, vehicles, characters and so on. is it more difficult to programm? or is it brcause of the perfomances?
The latter, I'd imagine. It's more computationally difficult to manage meshes of unknown shape, and when you're dealing with plotting per-point moving collisions, you want your meshes simple. IANA developer, though, so I'm just assuming.
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