Author Topic: Model debugging: Collision problems  (Read 1424 times)

0 Members and 1 Guest are viewing this topic.

Offline Galemp

  • Actual father of Samus
  • 212
  • Ask me about GORT!
    • Steam
    • User page on the FreeSpace Wiki
Model debugging: Collision problems
As referenced in this thread, 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?
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Model debugging: Collision problems
Is the radius set properly? (Check it in the lab)
-C

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Model debugging: Collision problems
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.
« Last Edit: September 07, 2005, 11:19:37 pm by 570 »
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Galemp

  • Actual father of Samus
  • 212
  • Ask me about GORT!
    • Steam
    • User page on the FreeSpace Wiki
Model debugging: Collision problems
WM Coolmon: The Lab? What's that?

Stratt: Thanks, I'll try that soon. For now, though, must sleep...
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Model debugging: Collision problems
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.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Galemp

  • Actual father of Samus
  • 212
  • Ask me about GORT!
    • Steam
    • User page on the FreeSpace Wiki
Model debugging: Collision problems
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.
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

  

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Model debugging: Collision problems
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 :)
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM