Collision issues
Moderator: Moderators
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Collision issues
I exported a mesh with MshEx and found problems with its VM-created collision in game. So I duplicated the mesh in XSI (not the most memory-efficient way, I know) and renamed it collision_-svo-house. I put that under dummyroot and exported. In-game, however, nothing changed. I gave the mesh an option file with the -donotmergecollision parameter, but still, the problems persisted. What am I doing wrong?
-
mswf
- Master Bounty Hunter

- Posts: 1674
- Joined: Tue Mar 31, 2009 3:40 pm
- Location: Twello, The Netherlands
- Contact:
Re: Collision issues
Try munging a model, that you haven't given collision through XSI, with the parameter "-donotmergecollision". To fix collision, you need to either A) completely make your own through XSI or B)use that parameter, not A + B, that's an equation that can never be fixed.
Anyway, that's how I remember it right now. It's 11 PM right now, so I may be wrong, but I'm fairly sure I'm not.
Hidden/Spoiler:
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: Collision issues
I tried both of those things. No luck.
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: Collision issues
as soon as vm recognized the collisionobjects (by the p_ and collision(_x)) you dont need any more msh.option parameters for it to work
sometimes vm just doesnt like your colision, then you have to redo it (preferably either with primitives or a polymesh of edited primitives, keep it as basic as possible)
sometimes vm just doesnt like your colision, then you have to redo it (preferably either with primitives or a polymesh of edited primitives, keep it as basic as possible)
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: Collision issues
If you are using mshex to get your models to msh format then do not create a collision mesh in XSI.
Now you say you have done this, yes? What is the model? Is it doorways that are being blocked?
normally yes a .option file with -donotmergecollision (no s at the end) will take care of this.
You can, in BF2modtools.exe, turn on collision renders to see the collision mesh that was made by VM by going into fake console. This is useful to see how is it is being create and possible flaws in your original model msh especially if it looks like a diagonal line through a door, that usually suggests a improper or incompletely deleted polygon.
One other thing to do is in XSI select your mesh then left click on the select tab on the right, and then click on select n-sided polygons, then 5 sides or more, those polygons will turn red use the add edge to (quick key = \) and add edges to make those polygons either 4 sided (preffered) or 3 sided. Most games do not like polygons with more than 4 sides. I know this is contrary to the filter all polygons theory but the exporter and VM will add in lines to make tris anyway so it is sometimes best to have control of the added lines.
disertation over, fingers tired.
Now you say you have done this, yes? What is the model? Is it doorways that are being blocked?
normally yes a .option file with -donotmergecollision (no s at the end) will take care of this.
You can, in BF2modtools.exe, turn on collision renders to see the collision mesh that was made by VM by going into fake console. This is useful to see how is it is being create and possible flaws in your original model msh especially if it looks like a diagonal line through a door, that usually suggests a improper or incompletely deleted polygon.
One other thing to do is in XSI select your mesh then left click on the select tab on the right, and then click on select n-sided polygons, then 5 sides or more, those polygons will turn red use the add edge to (quick key = \) and add edges to make those polygons either 4 sided (preffered) or 3 sided. Most games do not like polygons with more than 4 sides. I know this is contrary to the filter all polygons theory but the exporter and VM will add in lines to make tris anyway so it is sometimes best to have control of the added lines.
disertation over, fingers tired.
