Mygeeto Released!
Posted: Mon Jun 22, 2009 8:58 am
I have finally finished remaking mygeeto for swbf1. It also has destructable buildings in it. http://files.filefront.com/Mygeeto/;139 ... einfo.html
I believe they're called com_inv_col16.odf, com_inv_col32.odf, and com_inv_col64.odfTeancum 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.
for swbf2There is a limit of 32 collision primitives per model (or 31 primitives + 1 collision mesh).
Thus swbf1 cant callculate collison objects more than 32, as result glitch.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.
Main idea is to use hexedit for rename extra collision primitives (more than 31) to collison meshes.Remember that all collision meshes are merged into one mesh at munge time
Code: Select all
p_-so-rob43 -> collision43