
ricola_reaper
Joined: May 25, 2010
Polygon Pimp
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Posted: Nov 22, 2010 12:56 AM
Msg. 1 of 9
Just a quick question i want to ask to avoid the mistake of most maps. With custom tags, would you have to make a collision thing for them so you don't end up just walking through it later? For instance, a pipe, or say...a table.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 22, 2010 01:02 AM
Msg. 2 of 9
scenery yes. weapons no. bipeds yes.
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ricola_reaper
Joined: May 25, 2010
Polygon Pimp
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Posted: Nov 22, 2010 01:04 AM
Msg. 3 of 9
Have you found a tutorial on collision geometry? i haven't found anything on it here thus far.
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AGLion
Joined: Jun 29, 2010
- Animator... suck it -
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Posted: Nov 22, 2010 01:06 AM
Msg. 4 of 9
You don't HAVE to, but it's highly recommended.
To make a collision, you simply have to make a dumbed down version of your model. It should be very low poly and have no nodes or bones. For example, if you have a simple tree, you can make a cylinder covering the tree as collision.
For many things, you won't need collision for. If you have an object that is outside the playable area and is merely for decoration, you shouldn't need a collision. Basically, if you have something that you won't have touched, you won't need collision for.
Some objects are too large for a collision, or too small for a collision. Tree saplings do not have collision, because it is so thin, which would cause collision problems. The H2 Capitalship has half a collision, because the ship is too large for a full collision.
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ricola_reaper
Joined: May 25, 2010
Polygon Pimp
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Posted: Nov 22, 2010 01:12 AM
Msg. 5 of 9
so when im extracting the tag with the collision wouldnt i have the lower poly version underneath it as a portal? How would i make this lower poly form invisible to the player in game or deal with errors in tool for overlapping polys?
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AGLion
Joined: Jun 29, 2010
- Animator... suck it -
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Posted: Nov 22, 2010 01:19 AM
Msg. 6 of 9
Lets say we have a weapon called pimp_action
You compile the model linked to a frame (delete the original model) into a folder called 'physics' within the data folder (i.e. data\weapons\pimp_action\physics). Then you go into tool and type in:
tool.exe collision-geometry weapons\pimp_action
This will create a .collision_geometry (or something like that) tag in tags\weapons\pimp_action. When you create a the weapon tag, you would reference the collision tag.
Note that the collision geometry follows the sealed world rules.
Edited by AGLion on Nov 22, 2010 at 01:20 AM
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ricola_reaper
Joined: May 25, 2010
Polygon Pimp
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Posted: Nov 22, 2010 01:21 AM
Msg. 7 of 9
Oh alright. Thank you, the in depth was what i was looking for.
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IcePhoenix
Joined: Sep 9, 2010
-Minor modeler-
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Posted: Nov 22, 2010 01:23 AM
Msg. 8 of 9
So what happens if you give weapon a collision?
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AGLion
Joined: Jun 29, 2010
- Animator... suck it -
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Posted: Nov 22, 2010 01:26 AM
Msg. 9 of 9
Quote: --- Original message by: IcePhoenix So what happens if you give weapon a collision? I'm not totally sure, but retail weapons have collision geometries. I only used the weapon pimp_action as a random example, since coincidentally I'm working on a weapon called pimp_action. edit: Oh, keep in mind that when I say that a collision geometry needs to be lowpoly, I REALLY MEAN low poly. You want to keep it as simple as possible, so that the game doesn't have to calculate too much crap. Also keep in mind that BSP's are their own collision, so you don't need to bother with a collision for bsps. Edited by AGLion on Nov 22, 2010 at 01:28 AM
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