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Topic: Collision Mesh issues (Read 1655 times)
Gigafrost
Posts: 805
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Collision Mesh issues
«
on:
December 02, 2008, 09:15:19 PM »
I created the collision mesh for my weapon that I am making. All I did was copy the mesh used to build it and pasted it in the collision section. The compiler went through, the game runs and the weapon doesn't crash, but when I test it out it passes through the walls and stuff... I also tried to make a map for it but it would not show up (used the *BITMAP blah.bmp stuff in Map type). Please help if you can. I made the map the same name as the filename in the code but it just wouldn't work...
Here is the code in full. BTW it compiles in Serges compiler but not in Dummys
https://gametechmods.com/uploads/files/7952jagged_blade.zip
«
Last Edit: December 02, 2008, 09:50:23 PM by Gigafrost
»
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Madiaba
Posts: 1431
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Collision Mesh issues
«
Reply #1 on:
December 02, 2008, 09:46:35 PM »
Did you check under:
*
GMID_HAVOK_RIGIDBODY
{
*NODE_NAME floor perimeter
*MASS 0.000000
*ELASTICITY 0.300000
*FRICTION 0.300000
*OPTIMIZATION_LEVEL 0.500000
*UNYIELDING 0
*SIMULATION_GEOMETRY 5
*GEOMETRY_PROXY_NAME (null)
*USE_DISPLAY_PROXY 0
*
DISABLE_COLLISIONS 0
(make sure it's '0', ['1' disables the ability to collide]).
----------------------
Gig, could you send the file decompiled...
......
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Input is appreciated. :)
-Arrogance is a quantity devoid of quality...
-As a client once told me "This is my story, and it's sticking to me!"
-Relationships these days are like the 'Arrival' section of the airport: a lot of baggage is being revealed in one place, and not a lot of it is being correlated to its real owners...
Gigafrost
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Collision Mesh issues
«
Reply #2 on:
December 02, 2008, 09:50:01 PM »
Lol oops... I send the gmf. Recheck that link, I sent the .txt file instead.
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Gigafrost
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Collision Mesh issues
«
Reply #3 on:
December 03, 2008, 12:35:08 PM »
Bump... Sent the file to you Mad.
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Madiaba
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Collision Mesh issues
«
Reply #4 on:
December 03, 2008, 06:47:29 PM »
It's cleaned up to compile, the mesh is kosher, the map skin is set, and I added an extra 'surprise' convenience to it Gig. It is a single independent component. Just add your description in the txt.
If it's not what you're looking for let me know.
You can catch me on MSN or PM.
..
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Input is appreciated. :)
-Arrogance is a quantity devoid of quality...
-As a client once told me "This is my story, and it's sticking to me!"
-Relationships these days are like the 'Arrival' section of the airport: a lot of baggage is being revealed in one place, and not a lot of it is being correlated to its real owners...
Gigafrost
Posts: 805
Rep: 0
You'll never know what I'll think of next.
Collision Mesh issues
«
Reply #5 on:
December 04, 2008, 04:03:23 AM »
Works wonders mad thanks. I just recently found one little thing though.
When I create a texture map (like that craftedsteel.bmp file) it is displayed as only one color. Is there any way to fix this?
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Madiaba
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Collision Mesh issues
«
Reply #6 on:
December 04, 2008, 07:40:51 AM »
I'll look at it after work today.
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Input is appreciated. :)
-Arrogance is a quantity devoid of quality...
-As a client once told me "This is my story, and it's sticking to me!"
-Relationships these days are like the 'Arrival' section of the airport: a lot of baggage is being revealed in one place, and not a lot of it is being correlated to its real owners...
Gigafrost
Posts: 805
Rep: 0
You'll never know what I'll think of next.
Collision Mesh issues
«
Reply #7 on:
December 04, 2008, 09:12:29 AM »
OK cool.
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Clickbeetle
Posts: 3375
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Collision Mesh issues
«
Reply #8 on:
December 07, 2008, 05:38:18 PM »
Has the skin issue been fixed? I don't know, I guess I'll post some quick comments just in case not.
There are 2 problems with that gmf.
1) The *MATERIAL_REF at the end of the samurai object is 1, which refers to the material with ref number of 1. You want the textured skin, which is ref number 0.
2) The object doesn't have any TVerts or TFaces, so even if you were using a texture, it wouldn't display properly. TVerts are two-dimensional coordinates between 0 and 1 that map out the object's different faces on a bitmap. 0,0 is the lower left corner. The number is a percent, so 0.5,0.5 is the middle. It's a lot like skinning a bot.
TFaces are like mesh faces, they link up three TVerts to make a triangle. There is one TFace for each mesh face, and generally you want them to correspond to the mesh faces in shape and size.
Look at a ram plate or something to see how the TVerts and TFaces are formatted.
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To lack feeling is to be dead, but to act on every feeling is to be a child.
-Brandon Sanderson,
The Way of Kings
Gigafrost
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Collision Mesh issues
«
Reply #9 on:
December 12, 2008, 01:49:58 PM »
Oh OK. So for the TFaces, would I have to make the same variables as the mesh itself?
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Clickbeetle
Posts: 3375
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Collision Mesh issues
«
Reply #10 on:
December 14, 2008, 10:15:33 PM »
Not necessarily. There is always a TFace corresponding to each mesh face, but you can have as many or as few TVerts as needed. So if you want, you could just make 3 TVerts at (0,0) (0,1) and (1,0) and make all the TFaces have the same TVerts. That will apply the same image to each face of the object.
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To lack feeling is to be dead, but to act on every feeling is to be a child.
-Brandon Sanderson,
The Way of Kings
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