Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Galemp on September 07, 2005, 10:14:24 pm

Title: Model debugging: Collision problems
Post by: Galemp on September 07, 2005, 10:14:24 pm
As referenced in this thread (http://www.hard-light.net/forums/index.php/topic,30735.0.html), the GVCv Udjat is looking great. However it's suffering from one big problem, no collision detection. You can fly right through the model.

Has anyone else had this problem? If so, how did you get around it?

The model has been fully triangulated and checked for holes, open edges, double polygons and other errors. It's well under the maximum polycount, and the rest of the POF data (weapons, paths) work fine. There seems to be no reason behind it; Styxx analyzed the BSP structure and found it to be stable. I converted using his Max6 plugin with tweaking in PCS and ModelView.

Any ideas? Or is anyone comfortable enough with the code and model development to try and convert this themselves?
Title: Model debugging: Collision problems
Post by: WMCoolmon on September 07, 2005, 11:04:55 pm
Is the radius set properly? (Check it in the lab)
Title: Model debugging: Collision problems
Post by: StratComm on September 07, 2005, 11:13:09 pm
I've seen this phenomenon a number of times, though just about everyone doing conversions has gotten around it now; this is a classic example of the problems created when a ship hasn't had reset-Xform applied before conversion.  The HTL Sobek suffered from this at one point in time, as did most of my models when I first was using Styxx's plugin.  If you've done this already, then it's a similar bug which I'm not familiar with.

I'd be happy to convert it for you, if you've got it in a format that I can get to with Max 5.1.
Title: Model debugging: Collision problems
Post by: Galemp on September 07, 2005, 11:59:08 pm
WM Coolmon: The Lab? What's that?

Stratt: Thanks, I'll try that soon. For now, though, must sleep...
Title: Model debugging: Collision problems
Post by: StratComm on September 08, 2005, 12:03:57 am
Before you do it I suggest reading over the last couple of pages of the exporter thread; I've been trying to walk I_e_Maverick through exactly this problem and I think I've left fairly straightforward instructions. :)

Oh, and the lab is what you get when you hit 'F3' in the mainhall in recent SCP builds.
Title: Model debugging: Collision problems
Post by: Galemp on September 08, 2005, 05:04:58 pm
It looks like you were right, Stratt. Although resetting the xforms didn't help, I found another method.

I created an ordinary box at 0,0,0 with no transforms or modifiers applied to it, converted it to an editable mesh, Attached the hull to it, then deleted the box subobject and rebuilt the hierarchy.

This made the hull inherit the 'virgin' xforms of the newly created box. I recommend this to anyone with similar problems.
Title: Model debugging: Collision problems
Post by: StratComm on September 08, 2005, 05:15:01 pm
Reset X-form has always worked for me, but what you describe doing does indeed have the exact same effect.  Doesn't help when you've got a path that's acting cranky, or if someone creates that box in the wrong viewport, but that is definitely an easier method to explain.

Anyway, I'm glad you got it figured out :)