Portable turret collision problem [Solved]

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Marth8880
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Portable turret collision problem [Solved]

Post by Marth8880 »

Hey guys, I'm having a problem with my Rocket Drone's collision. First off, it's a dispensable auto-turret, just so you know.


gth_bldg_rocketdrone.odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "portableturret"
GeometryName = "rocketdrone.msh"

[Properties]
// NOBODY has override textures for this!
//OverrideTexture = "com_prop_dropturret_cis"

Pilottype = "self"

BUILDINGSECTION = "BODY"

MapTexture = "turret_icon"
MapScale = "1.2"
HealthTexture = "HUD_kam_turret_icon"

GeometryName = "rocketdrone"
ExplosionName = "cis_bldg_inf_autoturret_exp"

MaxHealth = "10.0"
MaxShield = "270.0"
AddShield = "13.0"

BUILDINGSECTION = "TURRET1"

Pilottype = "self"

TurretNodeName = "aimer_y"

PitchLimits = "0 0"
YawLimits = "-180 180"

PitchTurnFactor = "0.0"

ThirdPersonFOV = "65"

MaxTurnSpeed = "3.8"
MaxPitchSpeed = "3.8"
//PitchRate = "1.0" // this in the code is the same as MaxTurnSpeed !
//TurnRate = "1.5" // this in the code is the same as MaxPitchSpeed !
PCMaxPitchSpeed = "3.0"
PCMaxTurnSpeed = "3.0"
TrackCenter = "0.0 8.0 5.0"
TrackOffset = "0.0 -7.0 10.0"

TURRETSECTION = "TURRET1"

WeaponName = "gth_weap_bldg_rocketdrone"
WeaponAmmo = "0"

AimerNodeName = "aimer_x"

AimerPitchLimits = "-22 70"
AimerYawLimits = "0 0"

FirePointName = "hp_fire"

TurretYawSound = ""
TurretYawSoundPitch = ""
TurretPitchSound = ""
TurretPitchSoundPitch = ""
TurretAmbientSound = "remotedroid_engine_lp"
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

FoleyFXGroup = "metal_foley"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"

// ----- COLLISION -----

TerrainCollision = "p_legs"
TerrainCollision = "p_gun"

OrdnanceCollision = "p_legs"
OrdnanceCollision = "p_gun"

SoldierCollision = "p_legs"
SoldierCollision = "p_gun"

BuildingCollision = "p_legs"
BuildingCollision = "p_gun"
rocketdrone.msh.option
Hidden/Spoiler:
-keep aimer_y aimer_x
Model hierarchy:
Hidden/Spoiler:
Image
The problem is whenever I spawn the thing, it falls straight through everything. Yes, I obviously branch select the dummyroot before exporting with ANDE's tools. Any ideas? :?
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AceMastermind
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Re: Portable turret collision problem

Post by AceMastermind »

The p_ naming convention usually refers to primitive geometry. Are you using a conforming collision mesh for p_legs and p_gun instead of collision primitives? You should enable View Visibility so we can see the outline of the selected object to be sure.
Marth8880
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Re: Portable turret collision problem

Post by Marth8880 »

Hmm, still no changes, not even after a manual clean... It seems the model is munging, but not really...
Hidden/Spoiler:
[code]Sides\munge PC
munge_side Common PC
0 File(s) copied
Done
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
munge_side gth PC
0 File(s) copied
Munging gth_bldg_rocketdrone.odf
Munging gth_bldg_rocketdrone_2.odf
Done
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
Munging gth_inf_sniper.req
1 file(s) moved.
Munging gth.req
1 file(s) moved.
1 file(s) moved.
Worlds\munge PC
munge_world Common PC
Done
Done
Done
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
munge_world ME5 PC
Done
Done
Done
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
Munging addme.lua...done.
Copying files to Battlefront II directory:
"F:\Program Files\LucasArts\Star Wars Battlefront II\GameData"
Addon dir exists, continuing...
Mod dir "ME5"exists, continuing...
Copying addme.script to mod dir...done
Copying "mission.lvl" to modDir\data\_LVL_PC\...done
Copying "core.lvl" to modDir\data\_LVL_PC\...done
Copying "ME5" to modDir\data\_LVL_PC\...done
Copying "SIDE" to modDir\data\_LVL_PC\...done
Munge process finished
[/code]
Hidden/Spoiler:
Image
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minilogoguy18
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Re: Portable turret collision problem

Post by minilogoguy18 »

Your not using the primitives correctly, when making collisions primitives are best used on parts that are animated and primitives have strict usage. You cannot modify any components (polygons, vertex's, edges) and you cannot freeze the model so that the geometry operator is lost. Cubes can be scaled, translated or rotated. Cylinders and spheres can only be translated or rotated, to change their size you use the geometry operator options, the box that pops up on creation.

Check out my tutorial video for a good explanation, even though the video is for flyers it still explains collisions in more detail than the docs. If the part has no animations then you can use a more conforming mesh with the prefix collision_-xxxx-name otherwise you need to use p_-xxxx-name. No need to put it in the ODF. You also want the collision to be under the root node or it's corresponding bone or node, not the mesh, if it follows a bone than it needs to be child constrained to that bone, if not then just put it under dummyroot.
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Re: Portable turret collision problem

Post by Marth8880 »

:o Thanks! That helped a lot, and now the stuff actually works! :D


EDIT:

Hold up, now the turret head is completely black in-game. :o I don't remember whether it was like this before the collision primitives were there, hmm... Any ideas?

EDIT2:

jep, the turret head is still black, even with the collision primitives removed. :S
Last edited by Marth8880 on Thu May 24, 2012 8:25 pm, edited 1 time in total.
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minilogoguy18
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Re: Portable turret collision problem

Post by minilogoguy18 »

Did you hide the primitives before export?

Heh, you posted just as I get home from work, timing.
Marth8880
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Re: Portable turret collision problem

Post by Marth8880 »

Yes, and refer to above, second edit.
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Re: Portable turret collision problem

Post by minilogoguy18 »

Never had a problem like this before, post a pic of the mesh in the explorer view with all except params showing and expand everything under the head mesh. Also check your UV's.

Also for such a small model you should make everything 1 mesh, makes it much easier to deal with, only animated parts being separate.

EDIT: Did you ever get it working???
Marth8880
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Re: Portable turret collision problem

Post by Marth8880 »

Ah, yes. I was busy yesterday and became busy after you posted on Thursday. Anyway, here's the junk:
Hidden/Spoiler:
Image
Also, everything is one mesh; the legs are their own mesh, the y-rotating object is one mesh, and the x-rotating (the head) is one mesh. All of the junk that's hidden is old stuff that was merged.


EDIT!:

OH, I found the problem! Stupid noIcon.pic was causing the problem, so I deleted it and all better! Thanks for the help! :D
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minilogoguy18
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Re: Portable turret collision problem

Post by minilogoguy18 »

Figured it had to be something to do with textures or UV's as the collision has nothing to do with how the regular geometry is rendered.
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