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No collision with Death Star firing room? [Solved]

Posted: Sat Sep 09, 2006 11:26 pm
by General_Grievous_4
I've started on a new map and I put in the death star firing room. Lo and behold I spawn, fall throught the floor and die (with about ten other guys close behind) I'm sure I have all the nescessary files. What's the problem?

Posted: Sat Sep 09, 2006 11:35 pm
by Vyse
Make sure there isn't a .option file with the Mesh in the MSH folder that says -no collision in it.

If there is remove the -no collision part of the .option. Or delete the .option if that's the only thing in it.

Posted: Sat Sep 09, 2006 11:52 pm
by General_Grievous_4
That's a BIG negatory it didn't work

Image

Posted: Sat Sep 09, 2006 11:57 pm
by xwingguy
death star map is extremely weird

you need these to complete the collisions of the fire room:

dea1_bldg_froom_collision01
dea1_bldg_froom_collision02
dea1_bldg_froom_collision03
dea1_bldg_froom_collision04
dea1_bldg_beam_barrel

Posted: Sun Sep 10, 2006 12:18 am
by General_Grievous_4
Ugh now I'm falling and SURVIVING when I fall from 19319348194190 stories up. Is there some special place i have to put these? And why does this one look like a pyramid?

Posted: Sun Sep 10, 2006 12:28 am
by xwingguy
multiselect and snap together and TRY NOT TO LOSE THEM THEY'RE KINDA HARD TO SEE OBVIOUSLY!

Posted: Sun Sep 10, 2006 12:29 am
by General_Grievous_4
I'll try that

Creating and using an OBG file

Posted: Sun Sep 10, 2006 12:30 am
by AceMastermind
The easiest way to add a "ready to use" room is to make an .obg file in ZE by loading the shipped world(Death Star) into ZE, go into "object edit" mode, click "multiselect", zoom far out enough to see the whole room that you want, then hold the "shift" key and drag a box around the room, and then "save group", this saves the whole room into 1 file.
Then copy the .obg file into your world1 folder and open ZE, load your .wld file, go into "object edit" mode click "multiselect" and click "load group", then place it anywhere and delete the parts you don't want.
This works as long as you have the corresponding odf, msh, and textures in your project folders.

Posted: Sun Sep 10, 2006 12:46 am
by General_Grievous_4
I can't do that. whenever i open a shipped map ZE starts acting crappy.

EDIT: Thanks all snapping the objects together worked like a charm.
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