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Juggernaut collision
Posted: Sat Jan 24, 2015 1:09 pm
by Lorul1
my juggernaut has unit collision but not "realistic collision".
here is the problem:
the green box is my juggernaut
and
the black triangle is a little hill
as you can see i don't want my juggernaut to fade through the floor
the picture on the top is what i have, so how do i add realistic collisions so it can look like the one on the bottom.
Re: juggernaut collision
Posted: Sat Jan 24, 2015 2:02 pm
by thelegend
Hm maybe you can post some ingame, xsi or scene pictures.
Re: juggernaut collision
Posted: Sat Jan 24, 2015 9:45 pm
by AceMastermind
Looks like you'll need to add more spring bodies to the ODF. At least at the front, middle, and rear, if not more in-between, due to the size.
AddSpringBody = "posX posY posZ scale"
Have a look at other hover type vehicle ODFs for working reference.
Re: juggernaut collision
Posted: Sun Jan 25, 2015 8:40 pm
by Lorul1
so if springs are the problem how do i find the X, Y, and Z values for my juggernaut model ?
by the way here are the pictures of the problem in game
Re: juggernaut collision
Posted: Sun Jan 25, 2015 9:47 pm
by Marth8880
Conveniently, the ODF parameters and XSI use the same units of measurement based on the grid in XSI. What I recommend you do is in XSI, create a primitive sphere in each place you want a spring body to be and then use the coordinates of the spheres as the 'posX', 'posY', and 'posZ' values for each spring body in the ODF. Additionally, I'm pretty sure the 'radius' value of XSI sphere primitives is the same as the 'scale' value for spring bodies in ODFs, so set that for each primitive in XSI and reflect it in the ODF.
If you want to check out what the spring bodies look like in-game, you can do so in the debugger by jumping in a map, typing "RenderTerrainCollision" (without quotes) into the console and looking at the vehicle in freecam.
Re: juggernaut collision
Posted: Sun Jan 25, 2015 10:28 pm
by Lorul1
Marth8880 wrote:create a primitive sphere ... then use the coordinates of the spheres as the 'posX', 'posY', and 'posZ' values for each spring body in the ODF
I'm very new to XSI so how do I create a "primitive sphere"
Marth8880 wrote:I'm pretty sure the 'radius' value of XSI sphere primitives is the same as the 'scale' value for spring bodies in ODFs, so set that for each primitive in XSI and reflect it in the ODF.
what is a 'radius' value and 'scale' value for spring bodies ?
Re: juggernaut collision
Posted: Mon Jan 26, 2015 12:30 am
by Marth8880
Lorul1 wrote:I'm very new to XSI so how do I create a "primitive sphere"
Get, Primitive, Poly Mesh, Sphere.
Lorul1 wrote:what is a 'radius' value and 'scale' value for spring bodies ?
Any floating point value.
Floating point:
http://en.wikipedia.org/wiki/Floating_point (Basically any number with a decimal point)
Radius:
http://en.wikipedia.org/wiki/Radius
Scale:
http://en.wikipedia.org/wiki/Scale_(ratio)