Soldier collision gone from one munge to another

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DarthD.U.C.K.
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Soldier collision gone from one munge to another

Post by DarthD.U.C.K. »

well yes, i made some tunnels an each has a sepereate collision for soldiers and one for ordnance, when i munged them the first time both collisions worked properly, then i sat two lights in ZE (no changes on the mshs, odf s,tgas or anything), munged and the soldiercollision is gone now but the ordnance collision still works.
i deleted the munged file for the meshes and munged again but its till the same

does somebody know how to get the collision back?
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Re: soldier collision gone from one munge to another

Post by The Nasal Abyss »

I'd say try to remove the lights and re-munge. If the collision works as it is supposed to, try placing the lights again.

Maybe even try re-exporting the object.
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Re: soldier collision gone from one munge to another

Post by DarthD.U.C.K. »

i reexported the models, removed the lights and tried giving a msh.option with "donotmergecollisions" but nothing works

edit: -keepcollision and writing the soldiercollision in the odf also doent help
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Re: soldier collision gone from one munge to another

Post by VF501 »

Just make one collision mesh and name the mesh "collision_-so-tunnelnamehere" in XSI, then export it. The "so" flags it for soldier(soft) and ordnance collision.

Then clean, munge and run it again.
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Re: Soldier collision gone from one munge to another

Post by DarthD.U.C.K. »

do you think it makes a difference?
i have for every part a collision_-s-bla and a colision_-o-bla, both worked in the first munge but now the collision_-s-bla doesnt work anymore
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Re: Soldier collision gone from one munge to another

Post by FragMe! »

Just for fun, what if you were to pull out the -o- collision from the model (just slide it up to the scene root) and see if your -s- collision works by itself.

you could also try naming the two collisions to just collision1 and collision2 (or even collision_sol collision_ord or something) then stating in the odf which is for which. I know you tried it with the current names I'm just suggesting to try without the qualifiers of -s- and -o-
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Re: Soldier collision gone from one munge to another

Post by DarthD.U.C.K. »

the soldiercollision works when i remove the ordnancecollision, but as soon as i create any other model called collision(+anything) it gets overridden again
the collisionlines in the odf are overridden by the ones in the msh
i tried attaching an odf with the collision as seperate model to the tunnels - that didnt work
i tried placing that odfs with the seperate collisionmodels on the same spot as the tunnelsvia snapping that didnt work either

one hour spent for absolutely nothing- ist so frustrating >.<
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Re: Soldier collision gone from one munge to another

Post by FragMe! »

I am assuming the collision meshes are different shapes, if so then what do you see if you run bfmodtool and turn on the collision renders and go to freecam, are the two different shown?
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Re: Soldier collision gone from one munge to another

Post by DarthD.U.C.K. »

what was the comand again? :oops:
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Re: Soldier collision gone from one munge to another

Post by FragMe! »

they are just in fakeconsole , render soft render ord etc but you have to be in freecam to see the pretty pink and green wireframes
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Re: Soldier collision gone from one munge to another

Post by AceMastermind »

You could just give the tunnel object normal collision then create a separate invisible collision object for the walkway(I assume you don't want soldiers sliding off the floor cylinders) and use the OrdnanceCollision = "none" property in the walkway collision odf but don't attach it, just place it in ZE like any other object, Pandemic did this with several objects for their levels. For the odf collision code have a look at the hangar shield odfs for reference.
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Re: Soldier collision gone from one munge to another

Post by Maveritchell »

Did you add the line -donotmergecollision to your .msh.option in the middle? If you have two collision_-etc meshes and do not allow the game to merge them, it'll only use one (because you're only allowed to have one specifically-designated collision mesh in addition to primitives). If these are all p_ collisions, then ignore me.
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Re: Soldier collision gone from one munge to another

Post by DarthD.U.C.K. »

@maveritchell: this line is just necessary when vm messes the collision up, the -svbot- indicators are enough to tell battlefront not to merge the collisions (not just for primitives)
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