Autoturret collision?

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

Moderator: Moderators

Post Reply
kinetosimpetus
Imperial Systems Expert
Imperial Systems Expert
Posts: 2381
Joined: Wed Mar 25, 2009 4:15 pm
Projects :: A secret project
Games I'm Playing :: Warframe STO

Autoturret collision?

Post by kinetosimpetus »

I made a custom msh to be used as an "autoturret" as far as the game knows, but when I place it it falls through objects, terrain, everything. switching only the msh to the original dropturret seems to fix it. So what needs to go into a static MshEx'ed model to not fall through?

I tried the stock detpack msh also. It also falls through.
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Autoturret collision?

Post by DarthD.U.C.K. »

how did you call your collisionobject?
kinetosimpetus
Imperial Systems Expert
Imperial Systems Expert
Posts: 2381
Joined: Wed Mar 25, 2009 4:15 pm
Projects :: A secret project
Games I'm Playing :: Warframe STO

Re: Autoturret collision?

Post by kinetosimpetus »

i dont have one. just the geometry. doesn't mshex add collision? or would mshex keep collision primitives?

The same msh did work for a walker.
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Autoturret collision?

Post by DarthD.U.C.K. »

mshex doesnt keep collisionprimitives but normal collisionmodels. make a cylinder/box standing on the ground and call it "collision_-t-whatever" and another kmore precise collisionmodel called "collsion" and see what happens ingame.
Post Reply