Converted VRML to msh: collision issues [Solved]

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Null_1138
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Converted VRML to msh: collision issues [Solved]

Post by Null_1138 »

Hello, GT

I took a Sketchup model, a simple greenhouse, and threw into 3ds Max 2011. After fiddling with some settings, I got it to export to VRML97. From there, I converted it to msh with MshViewer. Then I gave it an odf, and put it in a map. Looked great. First Sketchup model ingame for me, really excited. :D I ran around in the greenhouse (which was huge, but that's an petty scaling issue) but found that the holes in the roof had collision. Everything else worked fine except for the roof. Some of those holes act properly, but some don't.
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Is there a way to fix this?
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Maveritchell
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Re: Converted VRML to msh: collision issues

Post by Maveritchell »

First step whenever you see collision issues on a model that uses auto-generated VisualMunge collision:
Create a .msh.option file for the .msh and include the parameter -donotmergecollision.
Null_1138
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Re: Converted VRML to msh: collision issues

Post by Null_1138 »

Maveritchell wrote:First step whenever you see collision issues on a model that uses auto-generated VisualMunge collision:
Create a .msh.option file for the .msh and include the parameter -donotmergecollision.
That's good to know, thanks Mav. I always thought collision was written into the model file itself, but I never suspected it was generated in V.M.
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Fiodis
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Re: Converted VRML to msh: collision issues [Solved]

Post by Fiodis »

If you don't give your model any collision, VM will attempt to autocreate some for you. It doesn't always work, especially with complex collisions.
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