Selective collision
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Splat
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Selective collision
does anyon know how to make it so a cirtain object only collides with people and not ships, so it is something like the hangar shields in the space maps?
- Frisbeetarian
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Re: selective collision
If you have an example of something that does what you want, why don't you just look up that something (the hanger shield in this case) in the assets and see what it uses?
- DarthD.U.C.K.
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Re: selective collision
this is done via prefixes for the collision in xsi
the most collisionprimitives are called p_-svbot-xxx
the charachters stand for different colisiontypes:
s-soldier
v-vehicle
b-building
o-ordnance
t-terrain
you can have various collisions for various types via the prefixes, like p_-sbot or p_-so would be the prefixes for the hangarshields
there are also odf-lines that can qassign primitives to collisiontypes but i think they are overwritten by the prefixes..
the most collisionprimitives are called p_-svbot-xxx
the charachters stand for different colisiontypes:
s-soldier
v-vehicle
b-building
o-ordnance
t-terrain
you can have various collisions for various types via the prefixes, like p_-sbot or p_-so would be the prefixes for the hangarshields
there are also odf-lines that can qassign primitives to collisiontypes but i think they are overwritten by the prefixes..
- Frisbeetarian
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Re: selective collision
Instead of telling him all that, you could have just referred him to the art_guide.doc.
I can't speak as to whether or not collision primitives override the ODF lines (I referred him to the one that he needs in the first reply), but I do know that it would be best to test the ODF lines first instead of importing an object into XSI, redoing the collision, then having someone export it with the full version.
I can't speak as to whether or not collision primitives override the ODF lines (I referred him to the one that he needs in the first reply), but I do know that it would be best to test the ODF lines first instead of importing an object into XSI, redoing the collision, then having someone export it with the full version.
- DarthD.U.C.K.
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Re: selective collision
why is it bad to tell him this? posts not words are counted
the shield uses the prefixes an no odf-commands by the way
i think splat has the full version of xsi or atleast someone who can export stuff for him
the shield uses the prefixes an no odf-commands by the way
i think splat has the full version of xsi or atleast someone who can export stuff for him
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FragMe!
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Re: selective collision
If he is creating objects from scratch then doing it in XSI is the better way.
If using stock models then you can put parameters in the odf like:
VehicleCollision = "none" that will make it so the object does not have vehicle. collision.
You would do that in the odf of the object you do not want to collide with not the vehicles odf. BTW this would affect flyers as well as any other vehicle.
You can do the same thing for Soldier, Ordnance and Building collisions, wouldn't recommend it for terrain or you will be under your map.
If using stock models then you can put parameters in the odf like:
VehicleCollision = "none" that will make it so the object does not have vehicle. collision.
You would do that in the odf of the object you do not want to collide with not the vehicles odf. BTW this would affect flyers as well as any other vehicle.
You can do the same thing for Soldier, Ordnance and Building collisions, wouldn't recommend it for terrain or you will be under your map.
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Splat
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Re: selective collision
thx, so i would have to name the collision in xsi p-vbot-xxx? That would allow flyers through?
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FragMe!
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Re: selective collision
it would be p_-sbot-somename
given what D.U.C.K. said earlier v is for vehicle so it cannot be in the name.
also make sure you understand what you can and cannot do with primitives when it comes to sizing and scaling, only cubes can be scaled the others have to be done in the pop up creation box. And do not freeze a primitive, this means for both transforms and model if you do it loses it's pimitiveness and will not work properly in game.
given what D.U.C.K. said earlier v is for vehicle so it cannot be in the name.
also make sure you understand what you can and cannot do with primitives when it comes to sizing and scaling, only cubes can be scaled the others have to be done in the pop up creation box. And do not freeze a primitive, this means for both transforms and model if you do it loses it's pimitiveness and will not work properly in game.
- Frisbeetarian
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Re: selective collision
Agreed, I was assuming that he was talking about using stock models, my mistake.FragMe! wrote:If he is creating objects from scratch then doing it in XSI is the better way.
If using stock models then you can put parameters in the odf
Wrong:DarthD.U.C.K. wrote:the shield uses the prefixes an no odf-commands by the way
imp_cap_stardestroyer_shield.odf
cis_fedcruiser_shield_blue.odf
- AceMastermind
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Re: selective collision
You forgot one(undocumented):DarthD.U.C.K. wrote:...the characters stand for different collisiontypes:
s-soldier
v-vehicle
b-building
o-ordnance
t-terrain
f-flag
Allows flyers to pick up the flag like in space ctf, this one is used alone in stock examples.
- DarthD.U.C.K.
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Re: Selective collision
Right:Frisbeetarian wrote:Wrong:DarthD.U.C.K. wrote:the shield uses the prefixes an no odf-commands by the way
imp_cap_stardestroyer_shield.odf
cis_fedcruiser_shield_blue.odf
all_cap_rebelcruiser_shield.odf
- Frisbeetarian
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Re: Selective collision
...which is not used, check ZE.
- DarthD.U.C.K.
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Re: Selective collision
you are right 0.o
wierd that i opened the only shield odf and msh thats has primitivecollision and ist unse dingame
wierd that i opened the only shield odf and msh thats has primitivecollision and ist unse dingame
