EXTREMELY wierd problem with collision

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genaral_mitch
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EXTREMELY wierd problem with collision

Post by genaral_mitch »

I've been trying to make an underground tunnel, but I put the first tunnel after terrain cutter, and the collision is fine, but on the tunnel peice after that, there is no collision. They are both the same object, same odf, same msh. It's really wierd. Happened to anyone before?
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Re: EXTREMELY wierd problem with collision

Post by linksith »

If that was my mod, I would delete that object and re-open and re-place it. I'm not much help but I hope this will do the trick for you.
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Re: EXTREMELY wierd problem with collision

Post by genaral_mitch »

I tried that, I even used a different object.
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Re: EXTREMELY wierd problem with collision

Post by linksith »

Have you tried doing an automatic and manual clean? If that doesn't help I would try to make a new map folder and starting from the beginning. If you haven't done much to the map, it shouldn't be a problem; but if you've done a lot to it, then that would kill me. :faint:
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Re: EXTREMELY wierd problem with collision

Post by genaral_mitch »

I'll just have to go with your last post. I had only worked on it for like 2 hours.

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Re: EXTREMELY wierd problem with collision

Post by Rends »

Does the tunnel have a collision object?
Just wonder...
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Re: EXTREMELY wierd problem with collision

Post by genaral_mitch »

^^ What is a collision object? I have more of those tunnels in my map, and they work fine, so there should'nt be any msh\odf issues.
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Re: EXTREMELY wierd problem with collision

Post by linksith »

I'm guessing that a collision object is made in XSI, but I use Blender because my computer won't run XSI correctly.
My definition of a collision object is (it is a GUESS): something that stops objects from going further. You cannot walk on a floor without it, if you do not have it you would fall through the floor.

Notice I said this is a GUESS but I think that would make sense. I modified the CIS hangar for a mod I'm doing and after I modified it in Blender and put it in BF2, I had to jump up the stairs so apparently Blender does some sort of collision. I have played another persons mod where some objects were designed for me to fall through the floor. Again, I am GUESSING.
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Re: EXTREMELY wierd problem with collision

Post by DarthD.U.C.K. »

genaral_mitch wrote:^^ What is a collision object? I have more of those tunnels in my map, and they work fine, so there should'nt be any msh\odf issues.
a collisionobject is an object within the msh that can be either created in xsi/whatever modelingpplication you use or is created automatically which can lead to the problems linksith refers to, but since it apparently on the other tunnels thats not the problem
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Re: EXTREMELY wierd problem with collision

Post by linksith »

Here is an idea to bypass the problem. Why don't you just move the tunnel that doesn't work to a place on the map (preferably below the ground) where it won't be visible, and replace it with a tunnel that does work.
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Re: EXTREMELY wierd problem with collision

Post by genaral_mitch »

What's the point in moving it? I tried deleting it and replacing it with a different tunnel, but the new one still had no collision.
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Re: EXTREMELY wierd problem with collision

Post by linksith »

If you move it where no-one is gonna go see it then nobody is gonna know it's there. What I'm thinking of is when the object is moved then it should take its problem with it, and when a working tunnel is there replacing it then it should work. If this doesn't work, then you have a really big problem.

EDIT: Oh, and are all the tunnels different?
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Re: EXTREMELY wierd problem with collision

Post by genaral_mitch »

There is 3 different kinds of tunnels, including the one with the problems. And if I moved it, yes, it would take the problem with it but the new on would have it, too.
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Re: EXTREMELY wierd problem with collision

Post by lucasfart »

Maybe try making a new odf for your prop, and give it a try. I doubt it'll work, but its worth a try.
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