Hey everyone. I was working on a conversion of Kamino Tipoca City. I take the effects/msh/odf folders from the stock bf2 kamino and i replace them with the bf1 effects/msh/odf. I "clean" and re munge the map. I go play the game and i fall right through the floor of the kam_bldg_mushplatform_interior.msh
I tried replacing the msh file with the one from the battlefront 1 assets and I still fall through the floor
Try placing stock invisible collision boxes underneath the floors like how it was done with the stock SWBF2 Tantive IV map. Perhaps this was also done with the stock SWBF2 Kamino map?
AQT wrote:Try placing stock invisible collision boxes underneath the floors like how it was done with the stock SWBF2 Tantive IV map. Perhaps this was also done with the stock SWBF2 Kamino map?
Ok, I placed invisible collision boxes underneath the floors. Its alright to walk on. But ingame if i throw a grenade, fire a rocket launcher, or shoot at the floor, it just goes through the floor. The only thing that can stick to the floor now are mines. Any suggestions on what I should do?
Try placing an actual object below the floor. Whenever I have a problem like this, I usually pick one of the rhen var base brick models, they lego really work. They also don't need a texture, because you place it just barely below the floor, so that you get their collision, but not the z-fighting of clashing textures.
P.S. Also, you could always try making a .option with the line "-donotmergecollision", or whatever that command is. It probably won't work, but it's worth a shot.
willinator wrote:Try placing an actual object below the floor. Whenever I have a problem like this, I usually pick one of the rhen var base brick models, they lego really work. They also don't need a texture, because you place it just barely below the floor, so that you get their collision, but not the z-fighting of clashing textures.
The problem is this is a kamino interior object. It has a reflection region built-into the msh. If i place regular objects it will show up in the reflection part of the object.
willinator wrote:P.S. Also, you could always try making a .option with the line "-donotmergecollision", or whatever that command is. It probably won't work, but it's worth a shot.
Should I make an .option file for the invisible collision objects or the kamino interior object?
modmaster13 wrote:Ok, I placed invisible collision boxes underneath the floors. Its alright to walk on. But ingame if i throw a grenade, fire a rocket launcher, or shoot at the floor, it just goes through the floor.
The stock collision boxes allow ordnances to past through. You can use use SetClassProperty to undo it, or you can create a custom ingame.lvl to load the ODFs with this change.
The mushplatform_interior from BFII has floor collision the one from BFI doesn't. The floor collison in BFI is actually on mushplatform1. This may be cause of the problem.
That seems legit to me. I wanted to have the kam_bldg_exterior_door object outside of the interior. The problem with the bf1 kam_bldg_mushplatform1 object is there isnt an extra chunk to have the doors open up to on the side of the object. So thats why i tried using the bf2 msh.