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
