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Author
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Topic: I NEED HELP !
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Laika 801 Pilot
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posted 03-24- 03:33 PM
Iīm stuck ! I worked all the day (most of it) on the damage model. After getting the things right with the syntax for func and exec and obProb all was fine (for the engine). I made some tests with my fueltank. The end of the story is that I build up 3 boxes: the first one with 8 verts (so the faces shared some of them) the second box was constructed out of 12 faces (2 for each side) and 24 verts, the third was a copy of the second with a texture applied. Then I moved the "new" tank object 5 feet upwards out of the fuse and tested the damn damage thing with a parked B17. Result: the same as hours before, only 2 opposite sites (faces) of the boxes recognized hits, from all other sites I can shoot through them ! What did I made wrong ? I need help ! I canīt release the next beta without fixing this ! HELP ! LK IP: Logged |
Tailslide Pilot
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posted 03-24- 03:38 PM
I've seen similar stuff when I tried making my "killable pilot" hitbox, I assumed it was just poor collision detection by SDOE. Hmm.. maybe not? TS
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Laika 801 Pilot
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posted 03-24- 04:14 PM
I tested this in the last minutes: I set up the polyflag to 10 (= z-axis is the primary axis of the surface normal). After this the boxes only get hidden on the top/bottom. I would think that it is necessary to set up the polyflags right for every single face/poly. I will test this now (stay tuned )LK IP: Logged |
Hippie Pilot
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posted 03-24- 04:22 PM
I guess this is similar to the carrier deck problems. What tool was used to construct the LODs used for the fuel tank?I think the surface normal and polygon flags are important to the collision detection routines. Has anyone double checked that the various 3D shape convertors/importers are setting the surface normals and polygon axis flags correctly? You could extract a suspect LOD and hand check the polygons, see if the surface normal is pointing the right way and that the correct axis flag bit is set depending on which component of the normal is largest. Hippie.
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Spanky the Mad Dog Pilot
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posted 03-24- 04:35 PM
Spanky here.. Wa, Could this be part of the damage problems we have too? This could be happening all the time with stuff.
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Laika 801 Pilot
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posted 03-24- 04:39 PM
It works ! I set up the poly flags right (for the box). I dont know what is wrong with the obj import/export (I used the OBJ2MAX Plugin). Maybe a AC3D guru can tell us if there are similar problems ? Anyway - when you set the polyflags in the damage lod (tank,engine) right, all works fine (tested only with a simple box, but it should work for all other geometries). You may texture the single elements of you box in different colours so it is easier to find them in the LOD file. Thanks God and Hippie !!! Laiki 802.6, drunken and out, hik. IP: Logged |
Laika 801 Pilot
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posted 03-24- 04:40 PM
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Laika 801 Pilot
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posted 03-24- 04:43 PM
...pleeese tell me when I win something...IP: Logged |
Tailslide Pilot
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posted 03-25- 12:57 PM
Laika, can you post your 'box' somewhere? I would like to use it if you don't mind. TS IP: Logged |
Laika 801 Pilot
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posted 03-25- 03:47 PM
Tailslide ? Why did you need this odd box (I deleted it allready cause I didnīt need it anymore) ?Itīs pretty easy to make "hit-detectors" ! Use any shape you want (I think its better when they are simplier, i.e. single faces/quads, boxes, cylinders) Here is the example with the box: assign a "marker"-colour to every main axis poly of the object (in 3ds it is possible to assign different colours to single faces of an object, so it should be possible in MAX). Import the object to OPS and extract the .sm file with Hippies Extractor. Now open the lod file for the detector and look for the marked polys (blue is 0f00, red is 000f and so on). Change the polyflags so that they match the main axis for the polygon (x=0, y=08, z=10; maybe you need to use other numbers when the polys are subnested or two-sided). ReBUILD the sm. Thats all. It works good for me. If that didnīt help you just send me a mail ! IP: Logged |
wack it up Cadet
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posted 03-29- 08:54 PM
Hey man, i have problems too, but you dont see me bring my mental shit problems into chat rooms.IP: Logged |
Bryan Russell Pilot
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posted 03-29- 11:22 PM
This could have something to do with OPS. None of the file formats (that OPS supports anyway) have face normals in them so I calculate them. Its only a simple calc so it may be screwed. The Polyflags are set according to what the normal calc shows up, so these are right, well at least in relation to the created face normal. Maybe I can do a quick test by making OPS show face normals. Laika: can you send me the thing you are having a problem with and I'll use this.
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Laika 801 Pilot
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posted 03-30- 08:33 AM
Bryan - I got no more problems with this (see above)wack it up - nice to hear you again - HAHAHAHAHAH IP: Logged |
Tailslide Pilot
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posted 12-20- 11:50 AM
bumpity bumpIP: Logged |