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Author Topic: Vehicle Collision Detection (7 messages, Page 1 of 1)
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hoboscience
Joined: Apr 22, 2011


Posted: Sep 8, 2011 02:32 PM    Msg. 1 of 7       
So I'm working on a flying vehicle but I have one snag I am running into....I can fly through walls, at least most of the vehicle flies through a wall. The Collision eventually happens in the center of the vehicle. It's not my collision geometry, that's fine, it's something inside the physics. The vehicle is extremely large, and maybe it's too large for the engine. I hope this isn't the case. Any suggestions?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Sep 8, 2011 08:13 PM    Msg. 2 of 7       
Test if there is a limit by trial and error. Make a smaller collision and pay real attention to how far the vehicle goes through a wall. Start real small, then a middle size, then something huge. See if the distance that the vehicle passes through the wall (or distance from wall) changes.
See if you can find a limit.
Also it may be a good idea to try your collision on a existing vehicle, and use the above method to see if you can find a limit.
Edited by Maniac1000 on Sep 8, 2011 at 08:15 PM


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Sep 8, 2011 10:19 PM    Msg. 3 of 7       
How is your physics setup? are you sure that it added all your physics pieces? Open the physics tag, see if all your mass points from max are in the tag.


If you want to stare at the collison to make sure it converted correctly (idk why it wouldn't), sapien in console, type: collision_debug 1
With this, you can mouse over anything to see what angle its at, material, etc, as well as it highlighting that polygon from the collision.


bobbysoon
Joined: Feb 1, 2007


Posted: Sep 9, 2011 12:32 AM    Msg. 4 of 7       
set radius in physics to -1

Speaking of large vehicles, anyone ever get around to making the bloodgulch.vehicle? (jk)
Edited by bobbysoon on Sep 9, 2011 at 12:36 AM


hoboscience
Joined: Apr 22, 2011


Posted: Sep 9, 2011 12:46 PM    Msg. 5 of 7       
the radius is set at -1. I hope no one is misunderstanding me. I'm working on a Millennium Falcon. The collision works when your not piloting the vehicle. It's while you pilot the Falcon, the collision detection fails and you can fly through walls.


bobbysoon
Joined: Feb 1, 2007


Posted: Sep 9, 2011 04:08 PM    Msg. 6 of 7       
What Kirby asked/said ^^

physics tag comes into play with vehicle/vehicle and vehicle/bsp interactions. The biped walks on and bumps into the collision model, not the physics. You say the collision works when it's not piloted - works in which sense? Running a warthog into it? Dropping it from a height?
Edited by bobbysoon on Sep 9, 2011 at 04:12 PM


hoboscience
Joined: Apr 22, 2011


Posted: Sep 9, 2011 09:49 PM    Msg. 7 of 7       
Okay, things are coming along with my vehicle nicely but I have a few more problems I'm struggling with, hoping to get some answers too.

First, when the vehicle spawns and floats to the ground a few feet from spawning, at impact with the ground, it bounces several times instead of a strong landing.

Second, it shakes violently after a few seconds of flight or impact with anything.

Third, I don't want the vehicle to move with impacts from melees and grenades. Right now, with a single melee, it can move several units.


I've tried tweaking everything and I'm not having any luck.
I figured these are common problems and experienced taggers should have general ideas what I'm doing wrong. I hope I'm right.
Edited by hoboscience on Sep 12, 2011 at 02:55 PM

 

 
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