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Collision geometry and Flyers

Posted: Sun May 01, 2005 12:12 am
by Rippentuck
Hi everyone,

I used some buildings from Theed, Naboo in my map, and since I've recently added a flyer to it, I've discovered that when flying over some of the buildings, you hit an invisible wall. As you all probably know, this is the building's collision geometry (I assume), which sometimes reaches far above the visible height of the building. You can see this giant box in the map editor in Object mode.

Is there a way to fix this? I have tried editing the .odf file for one of these buildings (removing collision references) but it didn't work. Any suggestions?

Rip

RE: Collision geometry and Flyers

Posted: Sun May 01, 2005 12:25 am
by guru
This was an issue in another modders map, there seems to be no way around this at the moment. It is believed this was a simple way of stopping flyable units from getting on or over those buildings in the retail maps. Its a shame to as these are some of the nicest building msh.

RE: Collision geometry and Flyers

Posted: Sun May 01, 2005 12:41 am
by fruitymarshmallow
Lol, yeah, its pretty sad. It kinda stinks. They are the nicest buildings in the game

Posted: Sun May 01, 2005 12:53 am
by OOM-9
This is the MAIN problem on ARC: Theed Estate as the ARC gunship now is seeing almost certain removal... if I figure it out first my friend I will let you know...

I have Majin going to help out too, if it's possible we will tell :)

~OOM-9

Posted: Sun May 01, 2005 9:24 am
by Rippentuck
Thanks for the responses guys. Until this can be fixed, I have two potential solutions:

1. Substitute those buildings with other buildings
2. Add objects such as antennas to the building (roughly conforming to the same dimensions as the collision geometry) to at least add a visible reason for the mysterious no-fly zone

Any other ideas?


Rip

Posted: Sun May 01, 2005 10:45 am
by Saturn_V
There is indeed a collision mesh that extends above the building. Possible solutions:

1. Use Bconstructor with XSI or Milkshape to adjust the shape of the collision mesh so that it conforms more closely to the building

or

2. Use Bconstructor to adjust the Y position of the collision mesh

Posted: Mon May 02, 2005 1:31 am
by OOM-9
Ooooooooo

Posted: Mon May 02, 2005 10:55 am
by fruitymarshmallow
Nice, If it works, then modders around the world will be relieved!

Posted: Mon May 02, 2005 1:22 pm
by Leviathan
Nice, If it works, then modders around the world will be relieved!
I await impatiently results...

Posted: Wed May 04, 2005 11:21 am
by Rippentuck
Saturn_V wrote:There is indeed a collision mesh that extends above the building. Possible solutions:

1. Use Bconstructor with XSI or Milkshape to adjust the shape of the collision mesh so that it conforms more closely to the building

or

2. Use Bconstructor to adjust the Y position of the collision mesh
Hey Saturn,

I have tried your second solution, but I don't know which collision reference to edit. Please see this and read my question below it:

Image


I tried cutting the "DimensionY" value for "collision" (which is highlighted) by half, just to see what it would do, but in the editor, it made the building literally look as if it had been destroyed by a tornado (I'll post a screenshot if necessary). Can you tell me from the pic which collision reference I should edit, and by how much? I'm really concerned about fixing this problem if possible. Thanks for your help.

Rip

Posted: Wed May 04, 2005 11:24 am
by Saturn_V
Translation Y. How much ? You'll have to experiment. Negative something. I don't know if it will work, it was just an idea.

Posted: Wed May 04, 2005 8:16 pm
by BlackHawk549
the reason i think it does this is because the game creaters didnt bother changing that cuz if u havent noticed, theres no fliers in any naboo maps

Posted: Thu May 05, 2005 1:02 am
by OOM-9
ya but my map is a city entirely made of Naboo buildings -_-

LoL

Posted: Thu May 05, 2005 1:49 am
by Nimlot
BConstructor doesnt seem to do too well with these naboo houses.

Unforntunatly, I do not have the source for BConstructor at this time (had to send comp back to factory) but when I get it back I am gonna start to work on my support to do things like this with more ease.

What you can try to do is do what fred said about turning off all of the collisions, and just create your own box collision models. This way you would be able reuse the collision for multiple buildings.

Posted: Thu May 05, 2005 2:17 am
by Rippentuck
Hi Fred and Nimlot,

Thanks much for the responses. I was going to try what you said to do Fred, but there are no .msh.option files for the buildings themselves. So I did the next best thing and put in a -nocollision for the .msh.option files for the brick that makes up the buildings. It didn't work. Is there something I need to add to the .odf file too? This is a brilliant idea if it will work. If you guys figure this out it will make a lot of people happy.

Rip

Posted: Thu May 05, 2005 2:22 am
by Rippentuck
Hey guys,

One of the buildings' .odf file says this:

--------------------------------------
[GameObjectClass]

ClassLabel = "prop"
GeometryName = "nab2_bldg_b_19.msh"


[Properties]

GeometryName = "nab2_bldg_b_19"
FoleyFXGroup = "stone_foley"


soldierCollision = "collisionmesh"
---------------------------------------------------

Is there something in there I can change, or add? I was thinking of adding a line about vehicle collision but dunno if it would work. There is another Theed building (a tower that does not appear in the game) which you can fly right through, and I've been trying to compare the two and see what is diffferent about them. No luck just yet.

Rip

Posted: Thu May 05, 2005 7:36 am
by Leviathan
the reason i think it does this is because the game creaters didnt bother changing that cuz if u havent noticed, theres no fliers in any naboo maps
I do not think that they were lazy in the point not to change the collision's settings of Naboo buildings...

Posted: Thu May 05, 2005 5:26 pm
by OOM-9
so delete all the options and they will use thier visual geometries?

Posted: Thu May 05, 2005 5:30 pm
by Saturn_V
If a mesh does not have special collision geometry
so delete all the options and they will use thier visual geometries?
No, the Naboo buildings have collision geometries so the engine will use them, unless the option file tells it not to, in which case, as psych0fred said above, they will have no collision at all so you'll have to add other (invisible) collision objects

Posted: Thu May 05, 2005 7:03 pm
by Rippentuck
Hey Fred,

You sir, are a genius. I did what you said here, I created a .msh.option file for the building, put in "-nocollision," and it worked exactly as you said. I can now fly over the building without hitting anything above it. In fact, I can also land on it and walk on the roof! This will give some mappers a solution they can use!

BUT....(and you knew there had to be a "but") it also blocked off the stairs so that you can't use them (invisible wall), and when you walk on the roof, you can walk some distance off the edge, and stay in the air. In other words it gave the building a lower-profile collision mesh like a symmetrical block or cube (with inacessible stairs), instead of the invisible towering skyscraper that it had been. I've yet to try this on the other buildings, so I don't know how those will be.

Now I guess the search begins for a happy medium between these two choices. Any ideas? Or should I just reluctantly choose between the two? What if I put in something like "-collision 0.5" or something like that? (just a wild guess)


Rip