Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Max Sterling on June 03, 2001, 01:36:00 pm
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Im having the issue that user made cap ships end up being fly thru... UNLESS I have them jump in at 1 second into the mission. If they jump in anytime during the mission, they are ok. But if they start out there, it doesnt work. So... any suggestions? What can I do here?
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-Max
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I have the same problem, that and the fact that user made ships seem to push other user made ships, like i can push any user made capital ship with a kato or a ferret, or whatever, it's really annoying, since alot of mission i have u defending a ship and damn AI slams into the hull knocking huge ships around like paper (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
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wow... thats strange I didnt notice that happening. But at least you can do what I said and have them jump in at 1 sec. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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-Max
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_PLEASE_ tell me they're one's compiled by cob2fs2!
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ok max told me they were done with cob2fs2
that is your problem - to fix the pushing around open them up in PCS and change the mass in HDR2.. the fly through is bounding problems
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ok. how do you fix the bounding problems? or is that something you are still working on? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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-Max
(http://robotechlan.com/freespace2/direpenguin.gif) PH33R the Dire Penguin! ("http://aow.heavengames.com")
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Ask Woomiester, he had the same problem.
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I lowered the poly count, it fixed it for me.
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do they have LOD and debris, that seems to fix it often for me.
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/spineyes.gif)are they made of of mulatlbe subobjects? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/spineyes.gif)
I just love the (http://dynamic.gamespy.com/~freespace/ubb/noncgi/spineyes.gif)
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for the pushing around you checked hte mass in the tables if the person writing the tables forgot then it wieghts no moare than afighter and can be pushed by one
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No, mass is defined in the pof itself.
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you sure? then whats the mass in the table for?
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infact i remmeber my death star got pushed by debris from a sathanus it blew up - i had just used the fenrs table entry for a basic start and but when i put the mass up it didn't budge
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There is no mass value in the .tbl. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
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arghh i ment density
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There is no mass factor in the ships TBL, but there is a density factor. How they are related and work in game is somewhat of a mystery to me.
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Max, recompile the .pof with the newest pof cs, that solved it for us and it'll prolly solve it for you. Cob2fs2 doesn't write the bsp output right, pof cs is much better.
And the object's mass is in the .pof files itself, $density-token isn't mass. Though they are connected: the more an object has density, the more "bouncy" the collisions are. V used density set to other than 1 on large bombers, that's probably because the mass calculation algorithm gives them relatively large mass and they wanted the collisions to be like fighter vs. fighter.
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A simple way is use the new modelview's POF edittor and change the mass there. If I recall it's on the first tab in the POF edittor options.
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The fly through stuff also happens with V models. I have recently been playing around with docking. It seems that the GTT Argo goes through the hull of a Deimos, whenever it is docking. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/eek.gif)
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Hello Modders, I'm here !
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Originally posted by Grunt:
The fly through stuff also happens with V models. I have recently been playing around with docking. It seems that the GTT Argo goes through the hull of a Deimos, whenever it is docking. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/eek.gif)
i've noticed that my wingmen are able to jump directly through the hull of the Colossus when ordered to depart as well (http://dynamic.gamespy.com/~freespace/ubb/noncgi/confused.gif)
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Naaa. that works only for scripted events. those are allowed to avoid colision issues (the ships jumps out at a safe distance of the colossus, but as the colossus moves, while the ship is already jumping, it comes in the path of the ship... how to ha,dle what would happen then? That's why it jumps through it. that's on purpose, no bug here
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Does it happen with jumping in as well, though (cos I have a worry about that in one model)? A Ravana (?) went clean through one on my big custom ships when I was testing it, but I assumed it was a jump event (I'd replaced a cruiser with a ship 8 times bigger, so the distances were all screwy for the mission).
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double post (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
[This message has been edited by aldo_14 (edited 06-06-2001).]
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Originally posted by venom2506:
Naaa. that works only for scripted events. those are allowed to avoid colision issues
Sure, there are events which turn off collision detection (and also mass detection ?). During docking or warping it must be switched off, otherwise the ships would push or damage each other. I figured out, that this fly through thing with the GTT Argo is also related to docking paths. When I moved the closest path vertice away from the dock point of the Deimos, it never happened again. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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