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Author
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Topic: obBodyPts Part II
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Laika 801 Pilot
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posted 02-24- 04:52 AM
Iīm still workin on the obBodyPts for the I16 and the "normal" obBodyPts are no problem (only alot of work). But I dont understand what points are defined after the onDetach command. I checked the exported part (i.e. Wingtip) and the specified points didnt belong to the part geometry, they are just placed along a line through the wingtip. I dont understand the system for that. Please can someone explain what that means : "(onDetach (obBodyPts (verts ..." and where the defined pts should be ???Thank you ! -lK IP: Logged |
Laika 801 Pilot
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posted 02-24- 05:49 AM
huh - thats just a guess, could that be the Pts for the damaged wingtip ?IP: Logged |
Sv Pilot
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posted 02-24- 06:07 AM
I think the onDetach assigned points are just there to make sure that the part detaching won't fall through the ground. So let's say a wing has only two points on the tip when it's on the plane. When the wing detaches it needs points all around it - maybe 4 or 8 or something. So these points are added when it detaches. Collision points must hurt FPS.Also I have found that adding collision points is more an art than a science for me. I am never sure where to add them exactly - some trial and error is usually in order. How are you geting the coords for your points? I now find mine in Ac3d and it saves me much time... ------------------ -Sv =FC= WWI in SDOE!
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jedi Pilot
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posted 02-24- 10:15 AM
If you look at the properties for, say, the wing, and the fuselage, and read the "onDetach" lines, it appears that, for the fuselage, when the wing is detached, a couple of points are added to the fuselage itself, so that the airplane will "hit" the ground on the side of the fuselage instead of "remembering" where the wing was.For the wing, when it detaches, it will add points where it connected to the fuselage, so that the edge of the detached wing will "hit" the ground and not sink through. SO, just when you thought you had all the obBody points for the MAIN airplane done, you have to go back and do the whole thing probably TWO more times!  I'm working on the main points, but the damaged part points are pretty far down on my list, so if you see a Corsair wing sink into the sod, you'll know why  ------------------ --jedi-- IP: Logged |
Laika 801 Pilot
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posted 02-24- 11:18 AM
Sv - I export my imported parts back to obj.format and load them into my 3d-modeller (I read this somewhere in the tech section - cant remeber who was writing this - thanks unknown constructor )ī. Its easy to find out the coordinates for the part in here, but since OPS didnīt keep the values when I change them in the panel I had to do this in the text-properties window (also in OPS) and this takes alot of time...jedi - ok I dont understand what you wrote completly - but I think (not sure yet) this: I got a fuse and a wing, the wing is detached and the damage part for the fuse will become visible - the obBodyPts needed for the damage part where added to the fuse and prevent sinking into the ground on the side where the wing is detached. I will test this - Thanks ! IP: Logged |
Laika 801 Pilot
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posted 02-24- 11:31 AM
WAAHHAHAHHHAHHAHA - forget what I said !!! Its all nonsense !!!SV is right ("When the wing detaches it needs points all around it - maybe 4 or 8 or something. So these points are added when it detaches. Collision points must hurt FPS.") I MIXED UP THE LEFT with THE RIGHT WINGTIP and so I got some strange coordinatos. WHuHAHHAAUAA IP: Logged |
Whirlwind Pilot
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posted 02-24- 01:12 PM
Just call if force of impact, jedi . I've been reading along on this thread since it started, because when I fix the stupid right gear problem, and finish the LOD, I'll need it for the Staaken, not to mention the Viper.IP: Logged | |