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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »collision model gone crazy?

Author Topic: collision model gone crazy? (17 messages, Page 1 of 1)
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rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Mar 31, 2015 02:29 PM    Msg. 1 of 17       
Hi there, I am experiencing some problems with a collision model I made for the marines from Reach. They look and animate sweet (except the clavicles, that I really don't know how to do without having awkward results while throwing grenades and during their death animation); their collision model, however, do not.

These are my marines' collision model shown with Sapien



As you can see, it fits the model fairly well.
This is the collision model of the marines on a warthog



Nothing wrong here.
But in-game...



That's clearly not a marine. But the marine gets hit the same, and I really don't know how should I fix it. Does anybody know? The warthog is the one from CMT, if this is of any help.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Mar 31, 2015 03:03 PM    Msg. 2 of 17       
Did you try bounding raduis in guerrilla?


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Mar 31, 2015 03:05 PM    Msg. 3 of 17       
What has the bounding radius to do with this? Isn't it used just for the shadows?


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Mar 31, 2015 03:17 PM    Msg. 4 of 17       
Okay here is what you gotta do. In Sapien write "collision_debug 1" and aim at the point where collision error is. Then you should see a red cross where the error is and a red triangle on collision geometry of biped. If you can't see that red triangle, only the cross then write "rasterizer_wireframe 1", that should make it easier to see it. Now that you know which triangle is causing the problem, try moving it around or something until error is gone.


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Mar 31, 2015 03:52 PM    Msg. 5 of 17       
Quote: --- Original message by: altis94
Okay here is what you gotta do. In Sapien write "collision_debug 1" and aim at the point where collision error is. Then you should see a red cross where the error is and a red triangle on collision geometry of biped. If you can't see that red triangle, only the cross then write "rasterizer_wireframe 1", that should make it easier to see it. Now that you know which triangle is causing the problem, try moving it around or something until error is gone.


Ok, I see things.



this is what I could understand. Now, these are just a bunch of boxes drawn pretty much randomly, and in 3ds Max they seem to work just fine... how am I supposed to fix them? Just moving the vertices around should work? And why does Halo act like this? Is there any way to prevent those random errors to pop out? I mean; did I make something wrong while drawing to have these surfaces pop out of nowhere, or there is no way to avoid it?
Edited by rododoonceagain on Mar 31, 2015 at 03:54 PM


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Mar 31, 2015 03:58 PM    Msg. 6 of 17       
It's most likely nearly coplanar surfaces. Just move verts around and that should fix it.


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Mar 31, 2015 04:40 PM    Msg. 7 of 17       
Quote: --- Original message by: altis94
It's most likely nearly coplanar surfaces. Just move verts around and that should fix it.


Ok, I had a lot of nearly coplanar surfaces. I fixed all of them (at least, tool didn't say a thing about them); yet, the error is still there. I think I will move things around and see if something starts to work. Thanks for the hints, though.


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Mar 31, 2015 04:51 PM    Msg. 8 of 17       
Try stock weapons some ports have larger shot radius stuff.


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Mar 31, 2015 04:57 PM    Msg. 9 of 17       
I use the stock plasma rifle and the stock assault rifle; both have this exact same problem.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Mar 31, 2015 06:46 PM    Msg. 10 of 17       
Try completely remaking the part where the red triangle is ? With like more or less faces
Oh and I have the feeling that that piece of geometry which is the separate shoulder part could cause problems, try to make it not intersect with arm part or make it on the same mesh if it's linked to an unique bone
Edited by bourrin33 on Mar 31, 2015 at 06:49 PM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Apr 1, 2015 04:59 AM    Msg. 11 of 17       
-Facepalm-


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Apr 2, 2015 04:46 AM    Msg. 12 of 17       
Ok, I fixed the collision model. There were, well hidden, some overlapping faces. But I can't help to wonder why didn't this cause any issue in my other collision models.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 2, 2015 06:13 AM    Msg. 13 of 17       
Quote: --- Original message by: rododoonceagain
Ok, I fixed the collision model. There were, well hidden, some overlapping faces. But I can't help to wonder why didn't this cause any issue in my other collision models.


Tool acts strange some times. We just have to dodge the hissy fits.


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Apr 2, 2015 05:26 PM    Msg. 14 of 17       
Ok, a new problem arose with another collision; it is related, however, so I'll post it here.
I have the covenant crate from Halo Reach; I created a collision model for it. Sealed world rules, no faces overlapping, all rules were followed. Compiled with seemingly no errors; however, when I try to put it in-game, it is glitchy. I mostly cannot walk through it, but I can glitch into it by jumping on it. If I try to walk through it I get pushed below the terrain, and projectiles don't collide at all with it. Is there any reason for that? The command lines for Sapien Altis pointed me out are not working; when I highlight the crate, the game doesn't even think there is a collision there, so it shows no materials nor anything; the geometry, however, is displayed.
Edited by rododoonceagain on Apr 2, 2015 at 05:28 PM


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Apr 2, 2015 05:57 PM    Msg. 15 of 17       
Increase bounding radius in scenery tag.


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Apr 2, 2015 06:12 PM    Msg. 16 of 17       
Quote: --- Original message by: altis94
Increase bounding radius in scenery tag.


May I know what do these bounding radius and render bounding radius used for? Just to know, because their meaning is quite obscure to me. The only thing I know is that the bounding radius is used for shadows (?!?), but I don't know much.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 2, 2015 07:09 PM    Msg. 17 of 17       
I think the bounding radius affects the collision and the render bounding affects the render.

 

 
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