Messed up Collision

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Fluffy_the_ic
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Messed up Collision

Post by Fluffy_the_ic »

So I made a model. I mshex'd it and sent it to da_great_ghost to map (in case you didn't knoow, my mod tools don't work) We played it online and, well, it was sweet. But there was a single porblem. I had made the bridge accessible. I went into the access tunnel. I get to the very top, and then there's invisible collision. You should be able to enter the room, and yet, every time I try to, I hit something. And I know it wasn't the map ceiling-if it was, then shots would go through it. there's nothing there in XSI, no hidden polies or anything. All transforms were frozen (I had just merged he two objects) and I had checked/unchecked the right things when exporting. I can't tell what the problem is!
EDIT: Ghost just showed me this a pic of it in ZE, the reason there are 2 hangar forcefields is because one isn't big enough for the hangar.
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DarthD.U.C.K.
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Re: Messed up Collision

Post by DarthD.U.C.K. »

collision can be very tricky
im not shure if you can export collision propperly with meshex
if you can, try making a msh.option file with -donotmergecollision in it for it
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Fluffy_the_ic
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Re: Messed up Collision

Post by Fluffy_the_ic »

DarthD.U.C.K. wrote:collision can be very tricky
im not shure if you can export collision propperly with meshex
if you can, try making a msh.option file with -donotmergecollision in it for it
well, I know that you can't export collision geometry with mshex at all... There was none.
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Re: Messed up Collision

Post by DarthD.U.C.K. »

then you cant get the collision corretcly without the pandemic exporter
and even with it sometimes the collision is bad (i once build a colision only out of boxes and battlefornt didnt accept it..)
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Fluffy_the_ic
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Re: Messed up Collision

Post by Fluffy_the_ic »

DarthD.U.C.K. wrote:then you cant get the collision corretcly without the pandemic exporter
and even with it sometimes the collision is bad (i once build a colision only out of boxes and battlefornt didnt accept it..)
Well, I'm giving the msh.option file a try, just to see if it works. If it doesn't, then I'm gonna need someone to export for me...
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Re: Messed up Collision

Post by obiboba3po »

DarthD.U.C.K. wrote:collision can be very tricky
im not shure if you can export collision propperly with meshex
if you can, try making a msh.option file with -donotmergecollision in it for it
yea do that. and you really dont have to make a collision geo. in xsi even, when you munge it visual munge works its magic and makes the object have collision. you really cant tell something doesnt have collision just by looking at it in ZE.
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Re: Messed up Collision

Post by DarthD.U.C.K. »

his point wa that the collision wasnt working INGAME and that means visualmunges collision doesnt work=>he has to export a collision with pandemics exporter
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Re: Messed up Collision

Post by Fluffy_the_ic »

Ok, here's a pic of the glitch. Where the explosion is, obviously. If I throw a grenade there, it sticks, which it doesn't do to the rest of the model:
http://screenshot.xfire.com/screenshot/ ... d8673f.png
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Re: Messed up Collision

Post by RepSharpshooter »

Fluffy_the_ic wrote:
DarthD.U.C.K. wrote:then you cant get the collision corretcly without the pandemic exporter
and even with it sometimes the collision is bad (i once build a colision only out of boxes and battlefornt didnt accept it..)
Well, I'm giving the msh.option file a try, just to see if it works. If it doesn't, then I'm gonna need someone to export for me...
Make sure you clean it and munge it if you do that, you shouldn't have invisible walls if you use donotmergecollision. Lack of collision, however, may arise from that.
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Re: Messed up Collision

Post by Fluffy_the_ic »

It's fixed now, so this can be locked. :)
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