Custom Models - Collision?

Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
<div class="IPBDescription">i haz cowwizion?</div>I just realized that my compiled models have no collision. Is it an issue with the tool I use to export into the COLLADA format or does the Engine Test just not support custom model collisions yet? I was thinking that it simply required another entry in the "model_compiled" file, ie. 'collision "myModel.dae"', but after a couple attempts at being clever I gave up.

Comments

  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    You have to make a Physics Mesh for your model, The physics mesh is a less detailed version of the model, more like a bounding box.
    I been trying to figure out and asking around on how to impliment a physics mesh for months but had no luck or response.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Tried all sorts of things before.
    I have just tried the following in my model_compile file:

    geometry "refinery_arch_beam.dae"
    physics "refinery_arch_beam_phys.dae" - Made a wire mesh only.

    Compiled but still not solid, I tried a few different words: collide, collision.

    ;( Cries
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    A less detailed model for Collision isn't required though, right? I have a terrain model (with no details other than the hills, etc.) and a less detail collision might make it look extremely funny while walking :D
    I too have tried collision and collisionhull so far. I'm sure we'll figure it out... before they tell us though. Maybe.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited May 2010
    It isnt required but if you can manage to simplify the physics mesh as much as possible, fewer polys = better performance, less calcualtions have to be made.
    With no Phys Engine at the moment the current test build does the calculations on the CPU but at some point that will shift over to those who have a Phys Enabled GPU or Phys Card.


    I tried other things like having the mesh in the same model file as a seperate object of course with a different name like collision hull etc and so on.
    I also have pressed every button I can find to do with physics in blender to try and set some values.
    Without knowing where to start its difficult.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <a href="http://ns2.squarespace.com/storage/physics_setup.swf" target="_blank">Here's</a> a video Max made to show the modellers the process of adding a physics hull to their models. I'm not a modeller myself so I can't talk about specifics, but hopefully there should be enough information here to get you guys started.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited May 2010
    YYYYAAAAAAYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY :D :D :D

    so I gussed right lol, gotta figure out why

    geometry "refinery_arch_beam.dae"
    physics "refinery_arch_beam_phys.dae" didnt work for me, I shall suss it out!


    Thank youuuuu
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    edited May 2010
    <!--quoteo(post=1771327:date=May 15 2010, 11:20 AM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ May 15 2010, 11:20 AM) <a href="index.php?act=findpost&pid=1771327"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://ns2.squarespace.com/storage/physics_setup.swf" target="_blank">Here's</a> a video Max made to show the modellers the process of adding a physics hull to their models. I'm not a modeller myself so I can't talk about specifics, but hopefully there should be enough information here to get you guys started.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks for doing an epic confirm.

    <!--quoteo(post=0:date=:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow)</div><div class='quotemain'><!--quotec-->geometry "refinery_arch_beam.dae"
    physics "refinery_arch_beam_phys.dae"
    didnt work for me, I shall suss it out!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thats interesting. I just tried that myself and it worked perfectly. Does the file size of the model without the physics line differ from the model file with it? The Physics added about 300KB to my terrain model, which is 4096x4096x512. Try using the same model for both geometry and physics first.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Are you using Blender or Max?
    I am having such trouble getting this to work. When you build you model, are you getting two green bars for the same model like in the video or just one?
    Even though I specified the physics entry I am getting 1 progress bar not two and the file size of the .model is not getting bigger :(
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    I'm only getting one green bar as well.
    I'm using program X to export into Obj or 3DS (the different apps I've used so far have either or but do not export to COLLADA directly. In this case I'm using Tree[d], an AMAZING Tree model generator, and I used a program called L3DT to create a terrain model.) Wings3D has a COLLADA exporter so I import the OBJ or 3DS file and simply export immediate to COLLADA.

    Perhaps they're getting two different bars because the file is processing two different files? I've only done it with one single file for both Geometry and Physics, so I don't think they'd have to do any extra processing if they hold the model in memory.
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