A quick question about a collision problem.

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General_Nate
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A quick question about a collision problem.

Post by General_Nate »

I can't remember the .option command that forces the model to use it's own collision. Right now, my model's collision is just a big box around the actual model.
I tried:

-donotmergecollision
-keepcollision
and even -nocollision.

If someone could remind me what the command is I'd appreciate it. :thumbs:
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Re: A quick question about a collision problem.

Post by FragMe! »

No option makes it use it's own.

If VM cannot find any collision primitives or complex collisions it creates it's own which should follow the shape of the model.
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Re: A quick question about a collision problem.

Post by General_Nate »

FragMe! wrote:No option makes it use it's own.

If VM cannot find any collision primitives or complex collisions it creates it's own which should follow the shape of the model.
So, what should I do? I know I did it somehow, but I deleted the file I did it in, and I can't remember...
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Re: A quick question about a collision problem.

Post by DarthD.U.C.K. »

you have to name the collision a cerain way in xsi (collision or collision_x or p_x if its a primitive)
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Re: A quick question about a collision problem.

Post by FragMe! »

Further question is what are you using to get it to msh format? Pandemic or mshex?

If you are using pandemic (IE XSI foundations version) you can make the collision msh however you like but as DarthD.U.C.K. mentioned there is a naming convention for it.

If you are using mshex then that option really isn't there and you must rely on VM to create the collision msh.

You can go into the fake console in BF2modtools.exe and turn on the collision renders to see exactly how the collision mesh looks.
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Re: A quick question about a collision problem.

Post by General_Nate »

you have to name the collision a cerain way in xsi (collision or collision_x or p_x if its a primitive)
Thanks, but I'm not using xsi.

Further question is what are you using to get it to msh format? Pandemic or mshex?

If you are using pandemic (IE XSI foundations version) you can make the collision msh however you like but as DarthD.U.C.K. mentioned there is a naming convention for it.

If you are using mshex then that option really isn't there and you must rely on VM to create the collision msh.

You can go into the fake console in BF2modtools.exe and turn on the collision renders to see exactly how the collision mesh looks.
Nether! :lol: I used blender to reduce the poly count, and Milkshape + BConstructer to get it to msh.
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Re: A quick question about a collision problem.

Post by FragMe! »

Oh yes I forgot you are the bconstructor aficionado. Same still applies if you can/cannot get custom collisions in game via that, while I played with bconstructor a very little bit you would know more about what you can or cannot do with it. But if you can do collision meshes just name them collision, collision1 etc
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Re: A quick question about a collision problem.

Post by General_Nate »

FragMe! wrote:Oh yes I forgot you are the bconstructor aficionado. Same still applies if you can/cannot get custom collisions in game via that, while I played with bconstructor a very little bit you would know more about what you can or cannot do with it. But if you can do collision meshes just name them collision, collision1 etc
:lol: Yep, that'd be me. I'm not sure if there is such a thing. Although, that doesn't mean it's not there. I've made several models in Milkshape before and got them ingame successfully w/o any problems. This ones different though... I think it might have something to do with the Blender step. The poly reducer probably messed it up some how.

If this is the case, is there anyone here who knows how to get a 19,000 and up poly count down to a BFII scale with out blowing the collision? If so, I'd love to know! Thanks.
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