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Modding the autoturret

Posted: Sat Apr 23, 2016 9:20 am
by Delta-1035
Hey,

so I tried to replace the autoturret model with the probe droid found in the stock assets, but when I deploy it, it falls of the map (through the ground).

Any ideas?

Re: Modding the autoturret

Posted: Sat Apr 23, 2016 9:54 am
by thelegend
I think this is because the Terrain Collision (Or building collision). It might be missing in the .odf like TerrainCollision = "none" or "clear". The terrain collision of the .msh file might also be missing and would need to be added manually.

Re: Modding the autoturret

Posted: Sat Apr 23, 2016 10:36 am
by Delta-1035
I'm doing this on a stock map, actually. So it should not be the map's problem, I think.

Edit: my bad, I'm testing it on bespin platforms and cloud city by marvel4. Not really stock maps, but close enough hehe. Anyway the stock autoturret works fine, but if I change the geometry it falls.

Re: Modding the autoturret

Posted: Sat Apr 23, 2016 1:23 pm
by thelegend
So...I still think your .msh file has missing terrain and/or building collisions. They must be primive cubes or spheres. If they are missing any ordnances, deployable turrets or droid, vehicles and units would/will fall through the ground. You can also kill the gravity settings somehow to prevent ANYTHING from FALLING. But I guess that's not what you want.

Re: Modding the autoturret

Posted: Sat Apr 23, 2016 3:14 pm
by Delta-1035
Uhm.... so, what should I do exactly?

Re: Modding the autoturret

Posted: Sat Apr 23, 2016 3:57 pm
by thelegend
:| Some certain collisions *seem* to miss. :wink: I personally would add them. I see two ways. If there is a line like this in your .odf: TerrainCollision = "none", remove it then.

If it doesn't exist you would need to import the probe droid .msh and add Terrain and Building collisions. Add a primitve cube and name it p_-tb-cube.
If this droid is hovering make sure the lower face of the cube is at Y position 0.