Collision problems with XSI ZETools

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ForceMaster
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Collision problems with XSI ZETools

Post by ForceMaster »

Hi, What is the correct set up for collisions for any model to export with XSI ZETools? I've tried naming it
"p_-vts-cyllinder_x" (when -vts- is for vehicle, terrain and soldier collisions, and the x for number) and adding these lines in the vehicle odf, "TerrainCollision = "p_-vts-cyllinder_x", however the collisions are weird, like sphere or something like, please can someone explain how work with it? thanks!
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Re: Collision problems with XSI ZETools

Post by Marth8880 »

Well for one, the names of the shapes need to be spelled correctly. For example, it's "cylinder," not "cyllinder." Make sure you check with Google or English dictionaries to be sure you're spelling them correctly.

More on working with collision primitives: https://sites.google.com/site/swbf2modt ... Primitives
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Re: Collision problems with XSI ZETools

Post by ForceMaster »

oh, thanks for suggestions, is a translated bug... :roll:

In all case, is the correct way to export collisions with XSI ZETools? naming it "p_-vtso-cylinder(or cube, sphere)-x and then put the same name in the odf?
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Re: Collision problems with XSI ZETools

Post by AceMastermind »

ZETools collision exporting is outlined here.
I'll copy it here for local reference:
Hidden/Spoiler:
[code]Export - Collisions

Collision meshes can be created by naming the model collision_* or *_collision.
To create collision primitives you have to follow some guidelines:
The type has to appear in the name of the object
The object's name has to begin with p_
And of course the labeling for the engine (-svbot or whichever entities you want it to collide with)
DON'T FREEZE THE COLLISION PRIMITIVE. This will remove some properties the exporter needs to produce a working collision primitive.

So, the final product will be something like these:
p_-svbot-cube
p_-svb-cylinder
p_-ot-sphere
p_-svt-cube_back_left_semmel[/code]
ForceMaster wrote:p_-vtso
Collision that begins with that naming convention doesn't require any additions to the ODF. The name itself declares collision types for that primitive.


The docs say a collision primitive exported with the new naming convention should be:
"p" underscore hyphen [types] hyphen name

The second hyphen could also be an underscore, only the first hyphen is a switch indicator. (see rep_walk_oneman_atst.msh)
So, this will work as well (if exporting with Pandemic Tools):
"p" underscore hyphen [types] underscore name
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Re: Collision problems with XSI ZETools

Post by ForceMaster »

AceMastermind wrote:So, this will work as well (if exporting with Pandemic Tools):
You mean than "p_-sv-_cube" only works with Pandemic Tools?

I've tried with these name exporting with ZE Tools but the collision is very big, like a non modified cube primitive.

That I do: Get primitive (cube, cylinder or sphere) with the default values, then, scale, traslate and rotate the primitive to fit with the model, NOT FREEZE TRANSFORMATIONS, then, I put it under dummyroot and export, the result is the same, very big cubes collisions.
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Re: Collision problems with XSI ZETools

Post by AceMastermind »

The Pandemic Tools are a little more flexible when exporting collision primitives. ZETools was written to read primitive data in a specific way so it can be translated properly on export. If you're exporting with ZETools then you only need to worry about how ANDE wants it named prior to export, don't let anything else confuse you. Follow his exporting rules for ZETools and you should be golden, but it sounds to me like you may have encountered a bug. Make sure you're using the latest version since it may not have these issues.
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Re: Collision problems with XSI ZETools

Post by ForceMaster »

AceMastermind wrote: ...it sounds to me like you may have encountered a bug
It is possible, I've tried with ModTool 7.5 to export my models, then reimport the .msh file, the cylinder collisions returns to the original scale, so it need be managed with the property window in xsi. However the cylinder collision will be weird ingame, I've test it and the position and scale is not the correct.

I will use cube for collision, it works fine.

Thaks.

EDIT: After some tests with cylinders as collisions I've found the reason why cylinders looks weird ingame: the engine make it a capsule, I mean the top and bottom polys of cylinder looks like half-sphere, I see this ingame with console command. so NOT BUG in ZETools. thanks again..
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