
CPU Terminator
Joined: Apr 11, 2010
Common sense in not common
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Posted: Jun 3, 2010 09:15 AM
Msg. 1 of 7
Hi ppl, I got another problem. Well it's more like a question, how to create collision geometry for my weapons and projectiles. Cause my objects currently sometimes randomly sink through the ground and stuff... And yes I have made a ground point.
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Amazingcuziam
Joined: Apr 16, 2010
Sup.
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Posted: Jun 4, 2010 08:16 PM
Msg. 2 of 7
Ok well you cant have any errors in it first of all and then put a folder in ""HCE directory""\data\weapons\""your weapon name"" and name it physics and in this physics folder put the jms file from your weapon and rename it to ""your weapon""_collision and that should do it! hope it helps :)
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 4, 2010 09:25 PM
Msg. 3 of 7
Weapons don't need collision geometry; your problem can be easily solved by putting a marker named #ground point onto your model.
Edit: Just read the second part of your post. Make sure your ground point is placed in a good position then. Otherwise, I guess you could resort to collision geometry. Edited by Gamma927 on Jun 4, 2010 at 09:25 PM
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CPU Terminator
Joined: Apr 11, 2010
Common sense in not common
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Posted: Jun 5, 2010 07:49 AM
Msg. 4 of 7
Thks for answering my question people. Gamma927 yes setting a ground point makes it not sink through the ground but my projectile needs a collision geometry to. Since it is a large KE Penetrator it appears to sink through the ground when it is on the floor.
I tried to create the geometry and I got this error...
06.05.10 19:44:07 tool pc 01.00.00.0609 ---------------------------------------------- 06.05.10 19:44:08 reference function: _write_to_error_file 06.05.10 19:44:08 reference address: 42ca20 06.05.10 19:44:08 Couldn't read map file './toolbeta.map' 06.05.10 19:44:08 EAX: 0x00000000 06.05.10 19:44:08 EBX: 0x01454A01 06.05.10 19:44:08 ECX: 0x00000000 06.05.10 19:44:08 EDX: 0x00000000 06.05.10 19:44:08 EDI: 0x0018F4C0 06.05.10 19:44:08 ESI: 0x00000000 06.05.10 19:44:08 EBP: 0x0018F398 06.05.10 19:44:08 ESP: 0x0018F388 06.05.10 19:44:08 EIP: 0x77660BE2, 83 C4 04 C2 ????? 06.05.10 19:44:08 EXCEPTION halt in .\import_collision_bsp\build_collision_geometry.c,#944: !realpoint3dcmp(point1, point2)
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 5, 2010 12:48 PM
Msg. 5 of 7
Projectile's don't use collision geometry nor ground points. I'm assuming that your projectile is designed to attach, which is why you need the collision geometry. After examining the spiker's spike and the plasma grenade, I'm assuming that the node that the geometry is linked to acts as the point of collision.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jun 5, 2010 01:09 PM
Msg. 6 of 7
Yes, it's in your model. But take a look at the needle projectile to make sure it's 'stickable.'
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CPU Terminator
Joined: Apr 11, 2010
Common sense in not common
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Posted: Jun 8, 2010 02:51 PM
Msg. 7 of 7
Erm... I'm sorta losing you but.. anyway I am trying to do 2 things...
1) Create a projectile that doesn't look like it's going through the wall and make it have good physics...
2) Create an equipment using a similar model just that it is fitted with a group point as well...
Am I doing this all right cause I checked, things like rockets do have collision geometry and it makes it a whole lot better...
Sry if I sound nooby or stuff cause I ain't good friends with collision geometry here.
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