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Author
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Topic: Hit or miss...
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Harman_5 Pilot
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posted 05-21- 02:14 PM
Well, I know this has been covered many times before on this forum, but I just can't seem to figure this one out!Bullet Hit Detection!! This is the only thing I am peeved off about with OP right now. Everything else I can work, but this is quite a mystery to me.  I'm working on the Matilda and TigerII drivable objects right now and the Mat won't detect ANY hits to its side. It will detect hits to its rear and some areas of the front armor. No matter where I put the BodyPts, no go on the side area! It seems bodypts don't have much to do with this, they only control the ground collision? The TigerII will detect some hits on its side, but there are still some 'grey' areas where the rounds pass through. I've adjusted the inertia, density and pretty much anything else I can think of, and even copied some OP data from Archys' drivable Sherman (which detects hits perfectly), and yet nothing; the rounds just pass right on through. The really strange thing is though, the turrets on both the tanks detect hits like a charm and their properties don't have anything special in regards to OP data compared to the main body of the tank. I'm convinced this comes down to the LOD structure. I've done many searches on this forum regarding hit detection and found many topics, but I haven't been able to conclude anything solid other than the LODs. I have phyLBS specified of course, inertia, bodypts, etc. And no, there's no "obNoCollide" prop in there either. I'm almost completely at a loss as to why this is happening, I really didn't want to bring this up again, I thought maybe I could solve it on my own, but it's just not happening. I'm supposed to release the ground pack with the mentioned vehicles soon and I'd really appreciate ANY help on this subject  I don't imagine we can have any sort of fun in online tank battles if the rounds pass through the tanks.  ------------------ Visit FS:SDOE Online IP: Logged |
Jeeves JAG
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posted 05-21- 03:02 PM
Heya Harman...Maybe talk to Nat about this? He did a Soviet tank a few months back that took the DM to the extreme  ------------------ Brought to you by the campaign for a better Dauntless! Jeeves =FC= IP: Logged |
Harman_5 Pilot
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posted 05-21- 03:06 PM
Yeah I might have to Jeeves, I was thinking of motorising that T34. Nat did an excellent job on it. He also is a DM guru imo  Thanks. ------------------ Visit FS:SDOE Online [This message has been edited by Harman_5 (edited 05-21-2001).] IP: Logged |
Nat JAG
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posted 05-21- 03:41 PM
OK, dunno if this is gonna help very much, but here goes:Firstly, is this a new ground object (even if it's a rebuild of a current one) or is it a drivable ground unit? this makes a big difference. OK, if it's a drivable object then the part must have inertia properties to dectect hits properly, still, that being said, you do get this problem, for instance, I've built engines to use my DM code, and only some sides can be hit and others can't, and the problem is I dunno why the hell it happens!, make a plain box with intertia and damage properties, all the usual stuff, and some angles it takes hit, others it doesn't, I realy have no explination, in the end I used a part I knew worked fine and reshaped it, but obvisouly thats not an option for you here. Things that you can try, is exporting the part using Triangles instead of Polys or Quads. On the DM side I'm very good, but this problem is neither a DM one or an OPS one for that matter, it's something in the actual LOD itself. If someone knows whats going on with this, and how to fix it, please please let us all know. IP: Logged |
Raider Pilot
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posted 05-21- 05:41 PM
I have had this happen too. Since it is taking hits on some sides, it sounds like you have all the right stuff (int boxes, rel density, etc.)I would say that the normals of the side that is not taking hits are pointed in the wrong direction. If you use AC3D, you can flip the normals for that side or try and making it two sided. I would be happy to look at it, if you don't sort it out. IP: Logged |
Harman_5 Pilot
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posted 05-22- 03:34 AM
Thanks NatIt's a drivable ground unit (that was originally built off the drivable Willys' Jeep) and it has all the props it should imo, lbs, inertia, bodypts. The 3D proggie I have has "Flip Normals" and "Fix Normals" options. I've tried the latter and no cigar yet. Maybe I'll try flipping them back and forth once, it could 'fix' the normals... Thanks for the help guys, I'll try and get the Matilda packaged and sent off to you Raider, thanks!  ------------------ Visit FS:SDOE Online IP: Logged |
Nat JAG
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posted 05-22- 04:51 AM
Yeah thanks for the clue Raider  Hope it helps out Harman! IP: Logged |
Harman_5 Pilot
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posted 05-22- 06:01 AM
Fingers crossed here Nat...------------------ Visit FS:SDOE Online IP: Logged |
Harman_5 Pilot
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posted 05-22- 12:04 PM
Mail sent Raider  ------------------ Visit FS:SDOE Online IP: Logged |
Bryan Russell Pilot
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posted 05-29- 09:22 PM
The vertex normals are not important to hit detection, but the face normals are. If AC3D changes the face normal when you do the flip thing, then thats the right thing to do. Also, the flag setting for the most prominent normal must be right as well. OP only uses polys for receiving hits, not BodyPts, bodyPts are for hitting things, not getting hit!. The basic principle for collision's is that Body points run into polys. You can consider tracers/bullets as a mobile bodypt if you want  The face normal flag and face normals are used for coarse culling of faces for hit detection. So if your face normal or face normal flag indicates that the face is not pointing towards the collising object, then it won't be checked for hits. Also, you probably know this but slow firing guns will not fire a actual bullet every round (fast firing ones don't either, but the loss is hidden by the ROF). You will not see hits for the missing rounds even though you will see a muzzle flash and hear the sound. ------------------ Wings with Wires Go here for info about the Unofficial Patch IP: Logged |
Harman_5 Pilot
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posted 05-29- 09:28 PM
Thanks for that Bryan  I'll definately note this stuff down for future reference. Very helpful. Yeah, I was wondering about why my tanks sometimes have missing rounds, this is a strange issue of SDOE imo. Would this be easy to fix in the patch? Thanks again for this info. Cheers ------------------ Visit FS:SDOE Online IP: Logged | |