Collisions?
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woner11
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Re: Collisions?
Wait, so do you turn check or uncheck the build accurate collision geometry?
- Maveritchell
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Re: Collisions?
No, it doesn't. ZE does if you check off build accurate collision geometry when opening the map, though.
There seems to be a measure of confusion about how the game munges collision. A few possibly-unrelated facts:Wait, so do you turn check or uncheck the build accurate collision geometry?
1) If your model doesn't have collision geometry and doesn't have "-nocollision" added to the .msh.option file, then VisualMunge will create collision geometry for it.
2) ZeroEditor has an option, when loading a .wld file, to "build accurate collision geometry." This has nothing to do with whether an object will have collision ingame. All it means is that ZE will read any collision geometry that a model already has so that in ZE, objects snap to each other easier.
3) Creating collision geometry is usually unnecessary for simple props. (It's never necessary for playermodels or weaponmodels.) For high-detail models (or for vehicles) it's usually a good idea to use primitives to create collision.
4) For props that aren't given collision meshes/primitives, sometimes the game will oversimplify your collision. In this case, add "-donotmergecollision" to a .msh.option for that .msh.
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woner11
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Re: Collisions?
That is very helpful.
Thank you.
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FragMe!
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Re: Collisions?
For Mav's point 2 above it all uses it when burning the terrain, well at least it tells you to check the box before burning for more accurate shadows.
Anyway for the question about just naming your model collision it is most likely you will get an error during munge as VM will see a collision mesh but no model msh. I know when I made the terraincutters that are in the released assets I had to make a very small msh just so VM could find a mesh of some sort. The invisible columns in the shipped assets also have a small mesh for the same reason.
You can try and just rename it collision but be prepared for wierd things.
Anyway for the question about just naming your model collision it is most likely you will get an error during munge as VM will see a collision mesh but no model msh. I know when I made the terraincutters that are in the released assets I had to make a very small msh just so VM could find a mesh of some sort. The invisible columns in the shipped assets also have a small mesh for the same reason.
You can try and just rename it collision but be prepared for wierd things.
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woner11
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Re: Collisions?
Well, it still could save you some polys. You could create your object as collision and then create a small cube in the middle which is your actual mesh, but will never be seen because its inside the collision, correct?
- Maveritchell
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Re: Collisions?
It'll never save you as many as letting the game generate collision for you, so possible or not I wouldn't say it's the best option.woner11 wrote:Well, it still could save you some polys.
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woner11
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Re: Collisions?
I suppose that you're right. 
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jedi_pilot
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Re: Collisions?
Ok, so unless the .msh option file has "-nocollision" in it, then VisualMunge creates a collision. Now I understand
. Thank You
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- minilogoguy18
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Re: Collisions?
you put alot less stress on the game if you just make primitives that blockily resemble your model using the old way by keeping the primitive property and having the p_ prefix, then you dont even need to define it in the odf if im not mistaken.
