Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: KARMA on March 11, 2002, 05:55:44 am

Title: collisions..pcs trouble?
Post by: KARMA on March 11, 2002, 05:55:44 am
i have a stange problem here (that is making me wasting an incredible amount of time) about collisions.
One of the problems i have with my tie advanced is that there the rear "spikes" of the solar panels are invulnerable,
i'm testing 20x size and my shots pass through the solar panels and i am able to fly through them too.
Note please that the faces in the area seems to be ok...no clipping problem...more again the "ghosting" area is very small and does NOT correspond to a face...the faces involved are solid..except for the area around the spikes.
This happens both with a model with intersecting polys and a model without intersecting poys
I was wondering if it wasn't something related with the way fs2 detect collisions more than something related with the model itself, so i tried to convert the mesh using cob2fs2 instead of pcs....
the pof i obtained has not this pissing (althought small) bug
so its something related with pcs i think....
i also have about the same bug on the tf, on the area around top/bottom spikes of the solar panels, so i'll try to convert it with the cob2fs2 too, but i was wondering why it happens:
its a bug of pcs or it depends on the data stored in the pof by pcs that fs2 use to detect collisions?


this is not good for me btw...
as said in a trhead sometimes ago i needed the pcs auto smoothing since the .cob that i obtain from lithunwrap is not smoothable....i dare i'll have to redo all the textures in order to map the model without an unwrapper
:( :(
Title: what!
Post by: DTP on March 12, 2002, 09:55:37 pm
I think it has something to do with the way the model is built. try sending them to me and i will triangulate them from within 3dmax which does this without adding extra polies or faces as the faces are already there and i seem to recall that TS adds extra polies when you do this.
Title: collisions..pcs trouble?
Post by: aldo_14 on March 13, 2002, 03:32:30 am
Eth had this problem with PCS as well, I think.........  wonder if he's still lurking about here?
Title: collisions..pcs trouble?
Post by: Bobboau on March 13, 2002, 05:08:38 am
PCS is still better than any of the other converters
Title: collisions..pcs trouble?
Post by: KARMA on March 13, 2002, 10:01:41 am
but i wasn't arguing about pcs to be the best or not
i simply found what i think is a problem and posting/requesting feedback
the models converted with cob2fs2 are often not stable (at least for me) but i have two models (out of 4 that i've done) with the same collision problem, in one case i individuated in the pcs the problem, and i'll check if it is the same for the other one since the same "ghosting" effect happens in about a similar shape area-solar panels' vertices- (and i also hope that the conversion with cob2fs2 will work fine, without instability probs, and solve the collision prob :p).

maybe it is a problem caused from the uncommon shape of the ties (with this vaste, thin solar panels), mayb its something else... i'll check better to see if cob2fs2 generate pof without this ghosting prob with all the models and lods (i tested only one lod).

oh, and thx dtp for the offer of help, but the model can't be triangulated in a better way...for it is not triangulated:p (and if triangulated it will go over the polylimit i dare.. i'm at about 590 polys...)... i performed a partial triangulations where it was needed manually (and i also tried to subdivide more than a normal triangulization the ghosting area as said)

ohh i'll see what i can do about that and then maybe post forward news, cya