I simply want to know if anyone has come up with a solution to the collision problem faced when making a large character (like the Rancor) into a spawnable unit. If you arent familiar with the problem, the collision is in no way accurate, in fact the collision becomes centered between the characters legs. (this can be seen when turning on "show collision" in the Debug menu)
Now this isnt hardcoded as you can see when you battle an Acklay. Their collision is accurate (more accurate than any other soldier actually) And they are easily spawnable and playable.
I Would investigate this matter myself if I had the time or the resources, but I do not.
I ask someone with some major experience in modeling and/or rigging to please for the love of all things that are sacred in this world, investigate what I must do to be able to create a creature the size of an Acklay into a spawnable unit with accurate collisions.
I understand that I have asked this question a plentiful number of times but I feel it needs to be answered and explored. Ive been away from modding SWB2 for a while along with this forum.
I also would like to add that in the Odf attatched to the Acklay the line "IsAcklay" (or something to that effect) Has nothing to do with the collision.... the AI simply stop calling it an Acklay without this.
If anyone can give me a successful solution to this Problem I will personally Dedicate an entire day to your Awesomeness (there will be pics)
Thanks ahead of time and please ANY information on this topic will be more than helpful.
Re: Large Soldier Collision
Posted: Wed Dec 07, 2011 7:32 am
by THEWULFMAN
The issue is scaling up the Skeleton via the munge is an imperfect method. A custom skeleton made in XSI would fix the problem.
Re: Large Soldier Collision
Posted: Wed Dec 07, 2011 7:53 am
by Battleffront_Conquer
Actually it wont.
Ive tried just making a new Skeleton in XSI
The collision problem still persists.
I should have been more direct. What I really need is to know how to set up the collision primatives (The Acklay uses these) And bone Hierarchy. And then what steps I need to take to get it working in game.
Ive tried all the tricks with .option files and even combo files and even .odf files.
The problem must lay in the Mesh itself.
Re: Large Soldier Collision
Posted: Wed Dec 07, 2011 8:07 am
by THEWULFMAN
I see.
What I do know, is the collision meshes are only good for one thing in a unit, and that's cloth(or more specifically what prevents cloth from passing through the legs and body). The Acklay is probably a hack of some sort, like how the droideka is a vehicle/unit hybrid.
Also, IsAcklay has to do with something else. What makes the clones refer to the Ackley is this line.
Ok the line "IsAcklay" doesnt correspond to the collision problem which is all I meant and all that matters.
Something you are missing is I would like someone to attempt finding a solution rather than just throwing your hands up and saying it cant be done, the game designers must have hacked it into the game. If you could please (since you seem to have enough knowledge on the topic) At least try to find a solution.
It really shouldnt be that hard
Using some kind of mesh viewer find the hierarchy and names of the bones/ primatives of the acklay, reconstruct it using the layout and see if it works properly.
Also Im wondering if its possible that the collision could be related to the animation set itself. An entirely new animation set with Bones AND Collision primatives could be why I was having trouble before.
Re: Large Soldier Collision
Posted: Wed Dec 07, 2011 11:08 am
by FragMe!
My guess, an educated one from having played with things, is the Acklay is treated more like a walker that happens to be a unit with built in code to recognise it as such. Walkers can have collision primitives.
Have you tried adding the SkeletonRootScale = to your odf for the unit in question, it may help a bit with redefining the generated collisions. But I will say scaling units up or down will always be hit and miss as to whether the collisions will work properly.
Re: Large Soldier Collision
Posted: Wed Dec 07, 2011 5:53 pm
by Dakota
i didn't see him talking about scaling units at all, he was talking about units that are already big, like the rancor and acklay, unless he was just talking about making a new unit like that that was that size. i've noticed this problem too and it happens to scaled units and to acklays, i haven't tested the rancor assets though. when fireing at big targets you always have to aim for the legs in most cases, the acklay seems a bit different as last time i check, which was quite a while ago so don't take my words to heart, it seemed to take damage if you hit it in the body area but also headshots wouldn't work and it seemed that hitting it under the body between the legs, right where a unit of regular size's head would be is were the headshot part was for the acklay.
Hidden/Spoiler:
also @wulf: when you made the post about the VO he had already mentioned it in his original post.
[quote="Battleffront_Conquer"]I also would like to add that in the Odf attatched to the Acklay the line "IsAcklay" (or something to that effect) Has nothing to do with the collision.... the AI simply stop calling it an Acklay without this. [/quote]
he seemed to be refering to when the ai sometimes use their VOs and shout things.
Re: Large Soldier Collision
Posted: Wed Dec 07, 2011 6:11 pm
by THEWULFMAN
Dakota wrote:
Hidden/Spoiler:
also @wulf: when you made the post about the VO he had already mentioned it in his original post.
[quote="Battleffront_Conquer"]I also would like to add that in the Odf attatched to the Acklay the line "IsAcklay" (or something to that effect) Has nothing to do with the collision.... the AI simply stop calling it an Acklay without this.
he seemed to be refering to when the ai sometimes use their VOs and shout things.[/hide][/quote]
Hidden/Spoiler:
No, he didn't. He somehow made the connection that IsAcklay has something to do with VO, when it doesn't. I'm not sure of it's function, what I do know is what does have to do with VO. I then shared my limited knowledge of the subject, by showing him exactly what causes the units to use their VO's. A unit is defined as a certain Unit Type, which is referenced in the unit's VO files for when it needs to say something about it. AT-STs, Wookies, Imperial Officers, Droidekas, Super Battledroids(they sent in the supers) and many other units have specific voice overs. Some units have broad voice overs, like for Rebel Rifleman, Vangaurds, and Engineers. Snipers usually have their own VO (so that the AI can scream "SNIPER!"). All special classes have their own unique Unit Type, this is how Imperials will say things like "Take out the walking carpet" or "Wookie!". And so on.
While I don't know what IsAcklay does, I do know it would be exceedingly redundant to have it affect VO at all. I wanted to clear up any confusion surrounding the issue, whether it was directly related to the problem or not.
I've scaled Ewoks, Droidekas, Super Battle Droids, B1 Droids, and Dark Troopers successfully, never past 1.5 scale or the collision is whack. I tried scaling the Acklay down once, but the collision was unchanged no matter what I did. The Acklay is weird, and that's putting it lightly. I wish I had the answer for you, but I don't at this time.
Re: Large Soldier Collision
Posted: Thu Dec 08, 2011 12:29 pm
by Battleffront_Conquer
Ok I dont know if I have explained this well enough.
(Massive wall of text btw)
Hidden/Spoiler:
Here's the situation:
I want to create creatures and characters the size of the Acklay.
In the past I created large characters (The Deamon Prince from Warhammer 40k) And rigged them using the standard skeleton provided by Psych0fred. I did all the steps correctly scaling the bones before enveloping along with all the other steps necessary to create a new soldier.
I loaded up my map with the Deamon Prince ready to play, animations and all the weapons, the mod had been a success. (Or so I thought)
After a while of squealing with joy (I mean cmon I was the DEAMON PRINCE) I realized that for a big target I was able to dodge shots left and right effortlessly...
I then decided to battle this monstrosity and when I tried to shoot him in the chest my lasers would just pass right through him. BUT if I shot in an area between his feet about the size of a standard unit it would damage him. I turned on "Showcollision" in the debug menu and sure enough there was a little cylinder right where I was shooting.
I then realized that all the other soldiers had the same exact thing encasing their bodies.
So I decided to go into the .option file (or .odf I cant remember) And add the scale collision line from wookies and wampas and ramp it up a little. I munged and all that fancy stuff and loaded my map. I checked again using the showcollision option in the debug menu and the little cylinder was now a long cylinder.
Upset that the collision was incredibly under scaled I added in an Acklay to my map just to see if their collision was the same, to my shock IT WASNT. It was almost as accurate as a vehicles.
I then looked into their .msh file using a program listing the hierarchy of the bones and collision primitives, I added the collision primitives to the Deamon Prince in a similar way they were organized in the Acklay, worded exactly the same as well.
After exhausting Every .odf and .option trick I could find I could not figure out what was wrong. The character fell through terrain, couldnt be hit by any damage, almost everything else except for turn on the collision.
I eventually took a break and lost the trial software not allowing me to tweak the character any further in XSI.
My only guess to what can fix this problem is to use a version of the Acklay skeleton (Bones and collisions) Essentially recreating the Acklay from scratch and tweaking it as much as we can until the question is answered.
This Thread was intended to see if someone with enough experience in this field would be willing to explore this problem one more time. I admit I am no expert but I know enough to know that there is more that can be explored to say if there is some kind of script, bone structure, tweak, something to be able to make this work. I could be wrong but please someone help me out, explore this issue so We can have big creatures like the Rancor or giant fighting Demons.
Thanks again for your time
Re: Large Soldier Collision
Posted: Thu Dec 08, 2011 12:44 pm
by DarthD.U.C.K.
well, the collision "cylinder" of the unit is either scaled through the odf or the munge.bat, did you try scaling the collision through both? how big do you scale it actually?
fragme is right about the ackly being threated a bit like a walker. at some point pandemic tried to set it up as a walker (the anims ar still in the animations\vehicles folder).
the final ackly setup contains the odf line "is acklay" and in the lua walker memorypools are set for it aswell as an extra memorypool called "acklaydata".i suppose that "isacklay" makes the game thread the acklay as a mix of unit and walker (the memorypools etc.) just like the classlable "walkerdroid" does it for the droideka. since you cant change the skeleton for the droideka it could be the same for the acklay.
Re: Large Soldier Collision
Posted: Thu Dec 08, 2011 1:04 pm
by Battleffront_Conquer
Hmmm... I see your point
So essentially what you are telling me is that people have tried to recreate the Droideka and have failed so the same would be for the Acklay?
Re: Large Soldier Collision
Posted: Thu Dec 08, 2011 1:15 pm
by DarthD.U.C.K.
yes, accoring to mandereks post here
it might not apply to the acklay though because it seems to be still more of a unit. while the droideka has its anims set up like a primitive walker the acklay still has anims like a normal unit. on the other side the acklay collision sees to be generated like a walkers, hence the addwalkertype and the legs seem to take up extra memory hence the acklaydata.
so from my point of view its better to try everything through odf and animumunging to get it to work before attempting to set it up as an "acklay".
Re: Large Soldier Collision
Posted: Thu Dec 08, 2011 1:26 pm
by Battleffront_Conquer
Well my heart just shattered...
I guess I will have to investigate this matter myself at a later date when I fix my PC. Until then it will remain a mystery... :I Thanks anyway guys.