Page 1 of 1

Weird collision problem [Solved]

Posted: Sat Apr 25, 2015 3:28 pm
by razac920
I have a reskinned ATTE that for whatever reason does not seem to be able to walk on top of objects (panels in this case). At first I thought it was an elevation problem (too steep an ascent) but I tried teleporting it on top, and it just bounces off like a rocket. Here's a little video of the problem:
and here is the vehicles ODF:
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "walker"
GeometryName = "rep_walk_atte.msh"

[Properties]

WALKERSECTION = "BODY"

CapturePosts = 1

NoCombatInterrupt = "0"

ExplosionDestruct = "rep_walk_atte_exp"
ExplosionName = "rep_walk_atte_exp"
ExplosionOffset = "0.0 0.0 0.0"
DeathAnimationExplosion = "atat_explosion"
DeathAnimationExplosionTime = "1.5"
FinalExplosion = "rep_walk_atte_exp"
FinalExplosionOffset = "0.0 0.0 0.0"

VehicleType = "medium"
AISizeType = "MEDIUM"

CockpitTension = 15
//ForceMode = "2"
EyePointOffset = "0.0 4.0 8.0"

DeathDustEffect = "ginormousdustcloud"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"

MapTexture = "troop_icon"
HealthTexture = "HUD_rep_atte_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = "0.0"

GeometryName = "rep_walk_atte"
AnimationName = "rep_walk_atte"
//FirstPerson = "REP\repatted;rep_1st_cockpit_ATTE"
FirstPersonFOV = "43"
ThirdPersonFOV = "60"
MaxHealth = "60000.0"
Healthtype = "droid"
HitLocation = "p_main 4.0"

// PILOT CONTROLS

PitchRate = "0.75"
PitchFilter = "3.75"

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more

intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place

Acceleraton = "2.5"

MaxSpeed = "3.5"
MaxStrafeSpeed = "4.5"
MaxTurnSpeed = "2.0"


PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

StoppedTurnSpeed = "0.13"
ForwardTurnSpeed = "0.13"
TurnThreshold = "0.35"

TrackCenter = "0.0 11.0 0.0"
TrackOffset = "0.0 -3.0 20.0"
TiltValue = "10"
AimValue = "0.8"
AutoAimYLimits = "-0.9 0.9"

WEAPONSECTION = "1"
WeaponName = "sst_weap_inf_tankbug_flame"
WeaponAmmo = "0"


YawLimits = "-20.0 20.0"
PitchLimits = "-20.0 20.0"

AimerPitchLimits = "-0.0 0.0"
AimerYawLimits = "-0.0 0.0"
FirePointName = "hp_fire_maincannon"

TEMP_AnimationSpeed = "1.5"
TEMP_Type = "0"

WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"

// COLLISION VALUES
//----------------------
TerrainCollision = "p_foot_fr"
TerrainCollision = "p_foot_fl"
//TerrainCollision = "p_foot_mr"
//TerrainCollision = "p_foot_ml"
TerrainCollision = "p_foot_br"
TerrainCollision = "p_foot_bl"

VehicleCollision = "p_vehiclesphere1"
VehicleCollision = "p_vehiclesphere2"

SoldierCollision = "p_foot_fr"
SoldierCollision = "p_foot_fl"
SoldierCollision = "p_foot_mr"
SoldierCollision = "p_foot_ml"
SoldierCollision = "p_foot_br"
SoldierCollision = "p_foot_bl"
SoldierCollision = "p_arm_fr"
SoldierCollision = "p_arm_fl"
SoldierCollision = "p_arm_mr"
SoldierCollision = "p_arm_ml"
SoldierCollision = "p_arm_br"
SoldierCollision = "p_arm_bl"
SoldierCollision = "p_main"
SoldierCollision = "p_main1"
SoldierCollision = "p_main2"
SoldierCollision = "p_main3"
SoldierCollision = "p_main4"

OrdnanceCollision = "p_foot_fr"
OrdnanceCollision = "p_foot_fl"
OrdnanceCollision = "p_foot_mr"
OrdnanceCollision = "p_foot_ml"
OrdnanceCollision = "p_foot_br"
OrdnanceCollision = "p_foot_bl"
OrdnanceCollision = "p_arm_fr"
OrdnanceCollision = "p_arm_fl"
OrdnanceCollision = "p_arm_mr"
OrdnanceCollision = "p_arm_ml"
OrdnanceCollision = "p_arm_br"
OrdnanceCollision = "p_arm_bl"
OrdnanceCollision = "p_main"
OrdnanceCollision = "p_main1"
OrdnanceCollision = "p_main2"
OrdnanceCollision = "p_main3"
OrdnanceCollision = "p_main4"
OrdnanceCollision = "p_crithit"

BuildingCollision = "p_vehiclesphere1"
BuildingCollision = "p_sphere_lm_foot"
BuildingCollision = "p_vehiclesphere2"
BuildingCollision = "p_sphere_rm_foot"

CargoNodeName = "hp_link_1"

StompEffect = "com_sfx_walkerstomp"



WalkerOrientRoll = "1"
LegRayHitLength = "5.0"
WalkerWidth = "10.0"

LegPairCount = "2"

WalkerLegPair = "front_legs"

LegBoneLeft = "bone_fl_foot"
LegBoneRight = "bone_fr_foot"

LegBoneTopLeft = "bone_fl_shoulder"
LegBoneTopRight = "bone_fr_shoulder"

TerrainLeft = "p_foot_fl"
TerrainRight = "p_foot_fr"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

WalkerLegPair = "back_legs"

LegBoneLeft = "bone_bl_foot"
LegBoneRight = "bone_br_foot"

LegBoneTopLeft = "bone_bl_shoulder"
LegBoneTopRight = "bone_br_shoulder"

TerrainLeft = "p_foot_bl"
TerrainRight = "p_foot_br"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

//PassengerSlots = "4"
//PassengerEyePoint = "hp_passenger"
//EyePointOffset = "5.0 3.0 -10.0"

StompDetectionType = "1"
VOUnitType = 177

///SOUND
HurtSound = "acklayhurt"
DeathSound = "acklaydie"
FootstepSound0 = "acklaystepleft"
FootstepSound1 = "acklaystepright"
FootstepSound4 = "acklaystepleft"
FootstepSound5 = "acklaystepright"
LowHealthSound = "acklaychatter"
LowHealthThreshold = "1.1"[/code]
Any ideas?
Also, it's worth mentioning that I only hex-editted the .msh to enable transparent textures, and there are no other changes from the stock .msh. I changed the critical hit location in the ODF, some sounds, and removed collision from the gun turret on top.

Re: Weird collision problem

Posted: Sat Apr 25, 2015 3:33 pm
by Marth8880
By "reskinned" do you mean it has a new texture or do you literally mean "reskinned" as in it's re-enveloped?

Re: Weird collision problem

Posted: Sat Apr 25, 2015 3:35 pm
by razac920
Ah, I mean that I took the stock .tga texture, and modified that .tga file. The only change i maded the .msh file was to enable transparency of the texture.

Re: Weird collision problem

Posted: Sat Apr 25, 2015 3:37 pm
by Marth8880
Oh alright, lol, good. Had to be sure.

How did you go about removing collision from the turret? :o

Re: Weird collision problem

Posted: Sat Apr 25, 2015 3:40 pm
by razac920
I deleted these lines from the stock ATTE .odf:
VehicleCollision = "p_main_barrel"
SoldierCollision = "p_main_barrel"
SoldierCollision = "p_main_gun_y"
OrdnanceCollision = "p_main_barrel"
OrdnanceCollision = "p_main_gun_y"

Re: Weird collision problem

Posted: Sat Apr 25, 2015 3:41 pm
by Marth8880
Hmm. What happens if you add them back?

Re: Weird collision problem

Posted: Sat Apr 25, 2015 3:54 pm
by razac920
No change, except that bullets are now stopped by an invisible turret :P

Re: Weird collision problem

Posted: Sat Apr 25, 2015 5:44 pm
by AceMastermind
viewtopic.php?f=36&t=19745&p=339494#p339494

You'll either need to modify the collision on the ATTE or disable some on the object to allow it to walk on the surface.

Re: Weird collision problem

Posted: Sat Apr 25, 2015 5:55 pm
by razac920
Thanks, that solved it! All I had to do was comment out the BuildingCollision = "p_vehiclesphere1", "p_vehiclesphere2" parts.