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Model Collision problem. [Solved]

Posted: Mon Aug 01, 2011 10:22 pm
by Cerfon Rournes
Ingame, I can go/fall through my building model at some parts of the model. After I saw this, I went back to XSI and added collision. No change. Is there an explaination for this?
Also, I don't see my model being munged In Visual Munge for some reason...would this add to the problem?
I have never seen this happen before for my building models, which I've made about three of.
I'll post a picture If needed.
Thanks.

Re: Model Collision problem.

Posted: Mon Aug 01, 2011 10:34 pm
by THEWULFMAN
Odd question I know: Is your model triangulated? If not then do so and test.

Re: Model Collision problem.

Posted: Mon Aug 01, 2011 10:46 pm
by Cerfon Rournes
Triangulated with the export?

Re: Model Collision problem.

Posted: Mon Aug 01, 2011 10:47 pm
by THEWULFMAN
Uhm. I mean triangulate the model before exporting it yes. You don't want any quads. Quads can mess up collision.

Re: Model Collision problem.

Posted: Mon Aug 01, 2011 10:49 pm
by Cerfon Rournes
Hmm..I don't get It still. Do you mean," Convert Meshes To Triangles" In the export box? Because I already selected that option..

Re: Model Collision problem.

Posted: Mon Aug 01, 2011 11:03 pm
by The Nasal Abyss
Check to see if everything was named right. The method in which you triangulate doesn't matter, as long as you do it.

EDIT: In fact, post the name of the collision model, unless you have already changed it.

Re: Model Collision problem.

Posted: Mon Aug 01, 2011 11:06 pm
by AceMastermind
Quads are fine. What are you exporting to msh with, Pandemic Tools or MshEx?
When changes don't take effect usually a clean(auto or manual) is needed.
You may need a msh.option file with -donotmergecollision to preserve your accurate collision during the munge process.

Re: Model Collision problem.

Posted: Mon Aug 01, 2011 11:10 pm
by Cerfon Rournes
AceMastermind wrote:Quads are fine. What are you exporting to msh with, Pandemic Tools or MshEx?
When changes don't take effect usually a clean(auto or manual) is needed.
You may need a msh.option file with -donotmergecollision to preserve your accurate collision during the munge process.
MshEx. Also, I tried -donotmergecollision. Also, I tried a clean, nothing worked.
@The Nasal Abyss: The name of the collision model was just "collision" According to "How to get your mesh into SWBF2" By Vyse.
One more thing, I'm using this prop for the distroyed part of a distructable building. Does this matter?

Re: Model Collision problem.

Posted: Mon Aug 01, 2011 11:19 pm
by AceMastermind
Cerfon Rournes wrote:
AceMastermind wrote:... What are you exporting to msh with, Pandemic Tools or MshEx? ...
MshEx...
You should have mentioned this in your first post, the setup procedure is different than if you were using the Pandemic Tools to export, you're also limited to what MshEx was programmed to handle. I do remember there being a topic discussing collision exported with MshEx though.

Re: Model Collision problem.

Posted: Mon Aug 01, 2011 11:26 pm
by Cerfon Rournes
AceMastermind wrote:
Cerfon Rournes wrote:
AceMastermind wrote:... What are you exporting to msh with, Pandemic Tools or MshEx? ...
MshEx...
You should have mentioned this in your first post, the setup procedure is different than if you were using the Pandemic Tools to export, you're also limited to what MshEx was programmed to handle. I do remember there being a topic discussing collision exported with MshEx though.
The thing Is, as I said In the first post, I have been doing everything the same for about 3 models now, with no problems.
Anyway, I'll try to find this topic you are talking about. :wink:

Re: Model Collision problem.

Posted: Mon Aug 01, 2011 11:28 pm
by THEWULFMAN
AceMastermind wrote:Quads are fine.

Not to argue with the expert, but I have had issues with quads and collision, the solution was to convert to tris. But I guess it isn't his issue anyway.

Re: Model Collision problem.

Posted: Mon Aug 01, 2011 11:32 pm
by Cerfon Rournes
I've been searching for an answer, and I have a question. How do you name your collision? Vyse's Tut says name It this: collision. In some topics I found, some people named It: collision_.
Which way Is correct?

Re: Model Collision problem.

Posted: Mon Aug 01, 2011 11:37 pm
by AceMastermind
Cerfon Rournes wrote:
AceMastermind wrote:...I do remember there being a topic discussing collision exported with MshEx though.
...I'll try to find this topic you are talking about.
forums/viewtopic.php?f=36&t=15278&hilit=collision+mshex


EDIT
Cerfon Rournes wrote:...How do you name your collision?...
Read Appendix C in the art_guide.doc of the BF2_modtools documentation, that section will tell you everything you need to know about collision in SWBF2.

Re: Model Collision problem.

Posted: Mon Aug 01, 2011 11:43 pm
by Cerfon Rournes
Hmm. I'll try what you said..
AceMastermind wrote:Ah, so as long as you keep the collision unhidden(?) on export then it'll work.
EDIT
Did not work. Even tried It with -donotmergecollision. I'll try a manual clean.
EDIT2
Hidden/Spoiler:
[quote="Cerfon Rournes"]...How do you name your collision?...[/quote]
Read Appendix C in the art_guide.doc of the BF2_modtools documentation, that section will tell you everything you need to know about collision in SWBF2.[/quote]
Ok, I did name the collision correctly then. :)
EDIT3
.....Aaand the manual clean didn't work. :faint: What am I missing here?..
EDIT4..
Wow, can't believe I missed this..
Hidden/Spoiler:
New names:

Primitives –   p_-xxx-name     ---    ("p" underscore hyphen [types] hyphen name)

Mesh –     collision_-xxx-name    ---    ("collision" underscore hyphen [types] hyphen name)

xxx is replaced with the type definitions below…

[Types] is any combination of the following:

s – Soldier (soft) collision

v – Vehicle (rigid) collision

b – Building (static) collision

o – Ordnance (ordnance :^) collision

t – Terrain collision
I'll try this now.
And that did not work. Anyone have ideas?

Re: Model Collision problem.

Posted: Tue Aug 02, 2011 12:44 am
by The Nasal Abyss
If you don't mind, you could PM me the XSI scene and I could check it out.

Re: Model Collision problem.

Posted: Tue Aug 02, 2011 12:49 am
by AceMastermind
MshEx isn't capable of preserving primitive properties as far as I know which means you can't use collision primitives with this exporting method, but collision meshes will export according to the link I posted earlier.
If all else fails you can always use Foundation & the Pandemic Tools, they are free and available to everyone.

Re: Model Collision problem.

Posted: Tue Aug 02, 2011 1:59 pm
by Cerfon Rournes
AceMastermind wrote:MshEx isn't capable of preserving primitive properties as far as I know which means you can't use collision primitives with this exporting method, but collision meshes will export according to the link I posted earlier.
If all else fails you can always use Foundation & the Pandemic Tools, they are free and available to everyone.
I can't use those, because I used up my trials already.
About that topic, what exactly do I change? It's not that clear... :?
@The Nasal Abyss: I might just take you up on that. :wink:

Re: Model Collision problem.

Posted: Tue Aug 02, 2011 3:08 pm
by DarthD.U.C.K.
if you are asking what the difference between primtiives and collisionmeshs is:

Primitives work perfect because battlefront doesnt use the actual model of them as collision but the real primitive, that makes the collision easier to calculate. they are called"p_-types-whatever" its optional to specify the collisiontypes.

Collisionmeshes are handlyed as normal polymeshes. because battlefront has to calculate if something touches a polygon/edges/point of the collisionmesh, the calculation is more complex and "not always"correct. as far as i know games have problems especially with concave surfaces and holes. collisionmehes are called "collision_-types-whatever" types are optional.

when visualmunge/battlefront doesnt recognize the collision properly, make it more primitive. use more seperate parts.
collisionmeshes that have simple shapes like primitives should work nearly as well as real primitives.

i hope that clears up up any tentative questions about collisions :)

Re: Model Collision problem.

Posted: Tue Aug 02, 2011 4:21 pm
by AceMastermind
Cerfon Rournes wrote:I can't use those, because I used up my trials already.
...
You should get into the habit of monitoring software installations so you can remove all traces of the software when uninstalling. I don't like traces of uninstalled software remaining on my machine, when I uninstall something I expect it to be completely gone which is why I monitor the installation of any software I install.

Re: Model Collision problem.

Posted: Tue Aug 02, 2011 4:24 pm
by Cerfon Rournes
AceMastermind wrote:
Cerfon Rournes wrote:I can't use those, because I used up my trials already.
...
You should get into the habit of monitoring software installations so you can remove all traces of the software when uninstalling. I don't like traces of uninstalled software remaining on my machine, when I uninstall something I expect it to be completely gone which is why I monitor the installation of any software I install.
Yeah, I should look into that more..
Do you know how to remove the traces after you uninstall it?
Backontopic
Solved. Darth D.U.C.K explained some things over xfire, and the problem has been fixed. :mrgreen:
I think one of the problems I had was I did not correctly name my collision. Before, I named it,'collision'. This time, I made a lower poly version of the model, and named It "collision_(name here)". After that, it worked. :yes: