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Portable turret collision problem [Solved]
Posted: Thu May 24, 2012 12:01 am
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
rocketdrone.msh.option
Model hierarchy:
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?

Re: Portable turret collision problem
Posted: Thu May 24, 2012 12:15 am
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.
Re: Portable turret collision problem
Posted: Thu May 24, 2012 1:35 am
by Marth8880
Hmm, still no changes, not even after a manual clean... It seems the model is munging, but not really...
Re: Portable turret collision problem
Posted: Thu May 24, 2012 7:05 am
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.
Re: Portable turret collision problem
Posted: Thu May 24, 2012 8:07 pm
by Marth8880

Thanks! That helped a lot, and now the stuff actually works!
EDIT:
Hold up, now the turret head is completely black in-game.

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
Re: Portable turret collision problem
Posted: Thu May 24, 2012 8:25 pm
by minilogoguy18
Did you hide the primitives before export?
Heh, you posted just as I get home from work, timing.
Re: Portable turret collision problem
Posted: Thu May 24, 2012 8:26 pm
by Marth8880
Yes, and refer to above, second edit.
Re: Portable turret collision problem
Posted: Sat May 26, 2012 10:40 am
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???
Re: Portable turret collision problem
Posted: Sat May 26, 2012 2:29 pm
by Marth8880
Ah, yes. I was busy yesterday and became busy after you posted on Thursday. Anyway, here's the junk:
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!

Re: Portable turret collision problem
Posted: Sat May 26, 2012 3:23 pm
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.