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Messed up collision

Posted: Fri Mar 14, 2008 5:39 pm
by unit468
Hi. I have made a flying vehicle and i got it in game. In my map I have one placed as a prop, and one as an actual vehicle. With the prop, I can walk through some of the vehicle like its not even there. The same thing happens with the actual vehicle, but the collision seems all messed up because its like there is an invisible wall around parts of it (i cant walk where I should be able to walk). Any explanations? I am not sure If I need to edit my object or if it s something in the odf.

Re: Messed up collision

Posted: Fri Mar 14, 2008 5:43 pm
by Aman/Pinguin
More info please.
What vehicle is it?
And post your ODF.

Re: Messed up collision

Posted: Fri Mar 14, 2008 6:05 pm
by unit468
The vehicle is an ORca from C&C

here is the odf:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "gdi_fly_orca.msh"
VehicleType = "flyer"

[Properties]
LODPriorityMod = "2.5"

FLYERSECTION = "BODY"
Label = "Orca"
MapTexture = "droidfighter_icon"
MapScale = "1.5"
HUDModel = "gdi_fly_orca"
HealthTexture = "HUD_cis_droidfighter_icon"

MapScale = 1.5
MapViewMin = 750
MapViewMax = 750


VehiclePosition = "common.vehiclepositions.pilot"

GeometryName = "gdi_fly_orca"
//FirstPerson = "cis\cisstrft;cis_1st_cockpit_starfighter"

//ForceMode = "1"
CollisionScale = "1"
CollisionThreshold = "5"

MaxHealth = "2250"
HealthType = "vehicle"

PilotSkillRepairScale = 0.02

TimeRequiredToEject = "2.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

TakeoffTime = "1"
TakeoffSpeed = "10"
LandingTime = "1"
LandingSpeed = "10"
TakeoffHeight = "1.5"

// PathFollower Attributes
PathFollowerClass = "cis"
PathFollowerClass_CTF = "cis_flag"
PathFollowerBranchPaths = "6"
PathFollowerBranchMaxAngle = "60"
PathFollowerMinBranchDist = "190.0"
PathFollowerBranchRange = "1500"

SquadronFormation = "five-form"
SquadronFormation = "eschleft-form"

ExplosionDestruct = "gdi_fly_orca_exp"


SquadronFormation = "eschrgt-form"
SquadronFormation = "wall-form"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "gdi_fly_orca_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.01 2.5"
ChunkSpeed = "12.0"
ChunkUpFactor = "-2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"


CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "gdi_fly_orca_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.01 1.0"
ChunkSpeed = "16.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "gdi_fly_orca_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 3.0"
ChunkSpeed = "8.0"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

// SPARK

DamageStartPercent = "85"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "75"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "65"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

// FLAME

DamageStartPercent = "35"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.85"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.85"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"



VOUnitType = 091
EngineSound = "cis_fly_droidfighter_engine_parameterized"
TakeoffSound = "cis_fly_droidfighter_take_off"
LandSound = "cis_fly_droidfighter_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "cis_fly_droidfighter_turn_on"
TurnOffSound = "cis_fly_droidfighter_turn_off" //Played when the flyer turns off
TurnOffTime = "1.5" //Time it takes to turn off the flyer (in seconds)
TurningOffSound = "cis_fly_droidfighter_airbrakes_off" // Played when a soldier leaves the flyer
Cockpit1stPersonSound = "cis_inf_com_space_chatter" // Sound which is triggered every frame when the player is in first person mode.
Cockpit3rdPersonSound = "cis_inf_com_space_chatter" // Sound which is triggered every frame when the player is in third person mode.
BoostSound = "cis_fly_droidfighter_shift_up_low_property 0.11 1"
BoostSound = "cis_fly_droidfighter_shift_up_property 0.53 1"
BoostSound = "cis_fly_droidfighter_shift_up_high_property 0.69 1"
BoostSound = "cis_fly_droidfighter_shift_down_low_property 0.11 0"
//BoostSound = "cis_fly_droidfighter_shift_down_high_property 0.17 0"
BoostSound = "cis_fly_droidfighter_shift_down_property 0.41 0"
BoostSound = "cis_fly_droidfighter_shift_down_high_property 0.78 0"
FlipSound = "cis_fly_droidfighter_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
//Acceleraton = 40.0 -- Pitch Nominal
//BoostAcceleration = 80.0 -- Pitch Max
//MinSpeed = 35.0 --- .23
//MidSpeed = 70.0 --- .47
//MaxSpeed = 95.0 --- .63
//110% MaxSpeed = 117.5 --- Contrails kick in .78
//BoostSpeed = 150.0 --- 1.0 - TrueMax
Music = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
ImpMusic ="imp_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"



EnergyBar = "80"
EnergyAutoRestore = "7.5"
EnergyBoostDrain = "20"
FirstPersonFOV = "52"
CockpitTension = "22"

PitchRate = 1.25
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 1.0
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0

BankAngle = "0.8"
BankFilter = "3.5"
LevelFilter = "1.5"
LevelFilterLanding = "5"
RollRate = "3.15"
PCPitchRate = "15"
PCSpinRate = "15"
PCTurnRate = "25"
EyePointOffset = "0.0 10.0 -25.0"
ThirdPersonFOV = 40

TiltValue = "6"

AimTension = "20.0"

MoveTensionX = "3.6"
MoveTensionY = "4.0 15.0"
MoveTensionZ = "4.25"

TrackCenter = "0.0 10.0 -25.0"
TrackOffset = "0.0 2.0 6.0"

BlurEffect = "0.9"
BlurStart = "40"
FOVEffect3rd = "60"
FOVEFFectMinCamOffset3rd = "0.0 2.0 10.0"
FOVEFFectMaxCamOffset3rd = "0.0 3.0 -10.0"
FOVEffect1st = "90"
Acceleraton = "40"
MinSpeed = "-25"
MidSpeed = "0"
MaxSpeed = "105"
BoostAcceleration = "80"
BoostSpeed = "180"


ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "2.8626 -0.215 -0.9858"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "-2.8626 -0.215 -0.9858"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "2.8626 -0.215 -0.9858"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.6"
ContrailEffectMaxScale = "2.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "-2.8626 -0.215 -0.9858"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.6"
ContrailEffectMaxScale = "2.8"

Re: Messed up collision

Posted: Fri Mar 14, 2008 7:16 pm
by FragMe!
Question are you using model collisions or collision primitives? If you have BF2_modtools you can go into the fake console and turn on the render for the different kinds of collision and then toggle free look you can see what collisions are there on you model. If there are moving parts on you vehicle then you need to use primitives.
A good document to read that came with the modtools is art_guide.doc it explains all the different collisions and their parameters.

Re: Messed up collision

Posted: Fri Mar 14, 2008 7:25 pm
by unit468
ok. i never thought of the documentation lol. thanks i will take a look