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UT-AT collision problem?
Posted: Mon Feb 12, 2007 9:34 pm
by Elmo
I've aquired the UT-AT source files for Mygeeto, I have done all that is required to get the vehicle in game.. and i succeeded... but, as soon as the UT AT spawns, It disappears, then appears again.. over the mist (not over the plaform) To help you see my problem i"ll show you 2 pics as i can't make videos.
note the UT AT at the left of the screen.
http://img239.imageshack.us/my.php?imag ... 455ey9.jpg
notice the UT AT on the RIGHT side now...
http://img239.imageshack.us/my.php?imag ... 456xu7.jpg
I took the second screen half a second after the first screen.
Help? <:(
RE: UT-AT help...
Posted: Mon Feb 12, 2007 10:00 pm
by trainmaster611
Whoa! That's really strange

It looks like it is a lag problem, or at least something that doesn't have to do with the UTAT itself. Do you know if its physically moving there? I think it is some sort of visual illusion or glitch in the game. Ask Majin to see if he has a similar problem. Alsotry putting another vehicle at that vheicle spawn point instead of the UTAT and see if the same thing happens.

RE: UT-AT help...
Posted: Mon Feb 12, 2007 10:31 pm
by -Yock-
once I tried to put vehicles inside geonosis' hangar, and they happened to spawn at the top of the terrain cuter.
maybe it's a problem regearding this, or an almost forgotten problem regarding that AT-TEs AND AT-ATs DON'T LIKE TO WALK ON MODELS.
Try changing the "walker" or "command walker" to "hover" or "command hover" and see if the problem is solved.
RE: UT-AT help...
Posted: Mon Feb 12, 2007 10:36 pm
by PR-0927
I heard that your bridges have unfinished collision in your thread, which would be the DEFINITE reason to why this is happening.
It is amusing though, LOL.
- PR-0927/Majin Revan
UT-AT spawns off platform
Posted: Mon Feb 12, 2007 10:38 pm
by AceMastermind
The object in Elmos pics that the UT-AT is spawning on came directly from the assets, no editing.
The enlarged bridge section that I edited has all necessary collision and works fine.
The problem that Elmo is having is the same one stated in this topic:
http://www.gametoast.com/forums/viewtopic.php?t=6609
...and there appears to be no solution.
Posted: Mon Feb 12, 2007 10:52 pm
by Teancum
Take a look at the shipped Mygeeto and see if they did anything special for the vehicle spawns.
Posted: Mon Feb 12, 2007 11:06 pm
by t551
Try raising the vehicle spawn so that the ut-at has to drop a few yards onto the bridge. The zero engine really doesn't like vehicles driving on objects at all.
myg1_bldg_large_base has weird collision
Posted: Mon Feb 12, 2007 11:54 pm
by AceMastermind
I just finished testing myg1_bldg_large_base, and it does indeed have wierd collision.
I was able to spawn 2 hover vehicles directly on it as seen in the pic(with the vehicle spawns placed directly on the surface) :
NOTE:This object has been raised above the terrain in ZE
....however, you can not land flyers on it.
There is definitely a collision problem with this object, but there are some "work-arounds" that could possibly fix this.
Still testing.
Posted: Tue Feb 13, 2007 1:12 am
by Elmo
Well, It's not a collision problem with the bridge, I think it's with the UT-AT itself. I placed a BARC speeder on the map (hover vehicle) And it worked perfectly. I think the UT AT was designed to not be able to hover on objects

Was it Doofi? :p
Posted: Tue Feb 13, 2007 4:15 am
by Penguin
This has happened to me as well but with objects fromt he BF1 models and with flyers. When they touch the collision they get bumped off.
Also, this is the same with any object and the AT-TE.
Posted: Tue Feb 13, 2007 2:45 pm
by trainmaster611
I have a solution: have someone model you a similar copy so that they don't have the same collisions, I don't know if it would do anything though

Posted: Tue Feb 13, 2007 3:27 pm
by PR-0927
Try placing it exactly on the object, as AceMastermind did. This has nothing to do with the UT-AT itself.
Psych0fred made the collision for it BTW. Try placing it as an object in ZE, rather than as a vehicle spawn, just to test.
- PR-0927/Majin Revan
Posted: Tue Feb 13, 2007 3:53 pm
by Qdin
hm..
What about adding a 'false' collision?

you know, one which is invisible and goes like a few centimeters up ingame - so it'd still e 'over' the buildings? just in theorY?

Maybe we can make Fred make a new cylinder and edit it so it matches the original model?

Posted: Tue Feb 13, 2007 3:56 pm
by -Yock-
When I said that you could make the ut-at hover on the model, I meant it to be hovering just in the script. With the animations and the right altitude for it, it could look like the ut-at is walking on the bridge.
PS:Sorry for some letters not being there, but is quite dificult to tipe with my mom's keyboard 
Posted: Tue Feb 13, 2007 5:51 pm
by Schizo
-Yock- wrote:When I said that you could make the ut-at hover on the model, I meant it to be hovering just in the script. With the animations and the right altitude for it, it could look like the ut-at is walking on the bridge.
You do realize the UT-AT is a hover vehicle, right?
Posted: Tue Feb 13, 2007 5:58 pm
by -Yock-
err.... No... I actually thought it was a walker due to this image:
http://starwars.wikia.com/wiki/Image:UT-AT.jpg
And I didn't read the article before...Now I know it's a hover.
Posted: Tue Feb 13, 2007 6:20 pm
by trainmaster611
Just because it
looks like it has legs doesn't mean it walks.
Trust me, it floats

Posted: Tue Feb 13, 2007 6:26 pm
by -Yock-
I won't trust you. I'll trust Wookiepedia.
Posted: Tue Feb 13, 2007 6:28 pm
by Jawa_Killer
it's a hover

Posted: Tue Feb 13, 2007 6:30 pm
by PR-0927
-Yock- wrote:And I didn't read the article... Sorry to disapoint you 
*Smacks -Yock-.*
It tells you there that it IS a hover vehicle, silly.
Don't purposely be ignorant, especially when the information is right there in front of you and you refuse to look at it. That's a good way to ruin your life and make many enemies.
- PR-0927/Majin Revan