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Old 11-17-09, 12:50 PM   #1
urfisch
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Default [TEC] Collision model of small object?

Got a problem with my FlakShells. Racerboy also was not able to solve this...but maybe one of you knows a new way this might work. The shells are falling through the boat. There is no collision. Any controller i added was not able to make the object (from the materials.dat) collide. Now i will try to set the shell into an own dat-file with its own zon. But i guess, this will also not work.

So, any ideas??
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Old 11-17-09, 02:50 PM   #2
HanSolo78
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Hmf...and you did already try the static object controller?
With a seperate .dat file it should work, I think.

regards
Han
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Old 11-17-09, 03:07 PM   #3
urfisch
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nope, tried it already. no collision with own dat and zon file. very strange...i will try the static again and will report.
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Old 11-17-09, 03:38 PM   #4
urfisch
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Static object works! BUT strange effect...if a shell lands mid of the tower...it drags the whole boat under water!!! as if the shell is magnetic to the ground...and has a weight of tons...so i guess this is not the way...
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Old 11-17-09, 04:13 PM   #5
HanSolo78
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Hm.. in that case I would go one step back... try again the thing with a seperate .dat file and the seperate zone file... but I would begin with an object that is already in the game and which works. In your case I would try to use a small object like DDs small crates. As far as I know they have a working collison model... So... change the IDs of the crates that they match your needs and then try again. The 3d model can be changed in the end...

regards
Han
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Old 11-17-09, 05:55 PM   #6
urfisch
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so, tried a lot, nothing works.

using an existing model, that has a functional collision is not possible: all objects, that might be usable are defined as ships, or debris. and if i define my model as a ship (debris has no effect), the game crashes. the controller "collisionable object" is only for obj_hydro objects. and these objects only can be floating things, like debris or ships. the correct defined zon-file seems to have no effect on the collision itself. as to this kind of object...in other dat files it has an effect - but these are ships, debris or static objects, etc.

it seems, as if it is not possible. a class is missing, that consists of free defined objects, that are also collisionable. i also tried to use shell properties or other things, that collide. nothing works so far. frustrating!

the only thing that works, is the static object controller. but it has the strange effect of magnetism to the ground and drags the whole boat under water, when hitting it.

lol...

im tired and go to bed now...please leave ideas, if you have any.

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Old 11-17-09, 06:07 PM   #7
DivingDuck
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Moin,
Quote:
Originally Posted by urfisch View Post
Got a problem with my FlakShells. Racerboy also was not able to solve this...but maybe one of you knows a new way this might work. The shells are falling through the boat. There is no collision. Any controller i added was not able to make the object (from the materials.dat) collide. Now i will try to set the shell into an own dat-file with its own zon. But i guess, this will also not work.

So, any ideas??
The boat´s fuselage itself has a rather imprecise collisonable object formed by the collision spheres. That may be the cause for small objects to fall between or even through the big collision spheres of the body.

Had a quick look at the files for 'Turm7c_1_hd.dat'. It happens that the conning deck has no collision spheres attached to it. Only the reflect_node got them. So, check that first before changing anything about the flakshells.

Regards,
DD
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Old 11-17-09, 06:38 PM   #8
DivingDuck
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Got you hooked, eh. Thought you wanted to go to bed?

If it´s not the missing collision spheres of the conning deck, check the spheres that are bound to the bombs.dat. They might be of use to you I reckon.

Regards,
DD
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