I've searched the forums and haven't found any help.
I'm using XSI foundation 5.0 and don't know why, but when I make a simple collision for it( just a box) and the collision is totally weird. I did that .option thing with - donotmergecollision and it didn't work.
Vehicle help
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Prozack
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- DarthD.U.C.K.
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Re: Vehicle help
you have to write the colliion primitives in the odf of the vehicle
the primitivesection of my tieviper:
you have to make shure that the collisionprimitives are still primitives=that you can edit them via the propertypage (subdivisions)
the primitivesection of my tieviper:
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Prozack
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Re: Vehicle help
So I have to do all of this odf scripting?
I just made a box, named it collision1 and exported it as the collision of the object.
For some reason it creates some totally different collision, and even makes one when I put "-nocollision" in the .option file.
Could it just be the exporter?
I just made a box, named it collision1 and exported it as the collision of the object.
For some reason it creates some totally different collision, and even makes one when I put "-nocollision" in the .option file.
Could it just be the exporter?
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
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Re: Vehicle help
no
write -keepcollision into the msh.option
this scripting is only necessary if you want to save memory, if you dont care about using a bit too much memory, simply make a polymesh as collision for all collisiontypes like i did for the ordnance and soldiercollision
write -keepcollision into the msh.option
this scripting is only necessary if you want to save memory, if you dont care about using a bit too much memory, simply make a polymesh as collision for all collisiontypes like i did for the ordnance and soldiercollision
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Prozack
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Re: Vehicle help
No this doesn't help. I tried that just now and it doesn't work.
Any other ideas?
Any other ideas?
