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Mygeeto Released!

Posted: Mon Jun 22, 2009 8:58 am
by jango
I have finally finished remaking mygeeto for swbf1. It also has destructable buildings in it. http://files.filefront.com/Mygeeto/;139 ... einfo.html

Re: Mygeeto Released!

Posted: Mon Jun 22, 2009 11:08 am
by BattleBelk
sky is wrong, sun direction, terrain and collision problem

I just have some experience with Mygetto. I can create it with turrets and tanks and fix all collisons. Maybe I will release it too :wink:
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Re: Mygeeto Released!

Posted: Mon Jun 22, 2009 12:13 pm
by jango
how can you fix collision?

Re: Mygeeto Released!

Posted: Mon Jun 22, 2009 1:48 pm
by Teancum
Teancum wrote:Just so you guys know - the engine was updated for SWBF2 with better collision detection, which is why collision is weird in SWBF1. In SWBF1 there were lots of 'holes' where there shouldn't be, but it was fixed for SWBF2. There's an invisible collision object that will allow you to put invisible collision 'bricks' and make invisible walls, floors, etc to get around that.
I believe they're called com_inv_col16.odf, com_inv_col32.odf, and com_inv_col64.odf

Re: Mygeeto Released!

Posted: Mon Jun 22, 2009 2:31 pm
by BattleBelk
Only problem is:

for swbf1
There is a limit of 32 collision primitives per model (or 31 primitives + 1 collision mesh).
for swbf2
The maximum allowed number of collisions per object is now 64 That is, 64 TOTAL objects, so:
64 primitives
-or-
63 primitives and one collision mesh.
Thus swbf1 cant callculate collison objects more than 32, as result glitch.

But there is a way, couse
Remember that all collision meshes are merged into one mesh at munge time
Main idea is to use hexedit for rename extra collision primitives (more than 31) to collison meshes.

Example:

Code: Select all

p_-so-rob43 -> collision43
So after munge it will 31 primitives + 1 collision mesh (all collision meshes merged in 1). And it works but in some cases need to use XSI aswell.

I recomend to use Ultimate Unwrap 3D for count collision primitives

All collision primitives and meshaes inside MODL chunk in msh and name after NAME

Collision primitives should be only child in Bones hierarchy

And also swbf2 use name of collision for setup special Vehicle,Soldier but in swbf1 you need to set it in ODF

for more information refer to artguide in both mod tools and also Riley's site