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MDL collision and Nexus #100460
11/30/06 13:18
11/30/06 13:18
Joined: Nov 2006
Posts: 14
A
Aionian Offline OP
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Aionian  Offline OP
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Joined: Nov 2006
Posts: 14
Hi!

Two questions:
1 How come some MDL-models have collision and some not? As far as I can tell, the models were made with the same technique and about the same polycount.

2 is changing the nexus in 'map properties'(default 30) the same as in -ns command?

(As my level grows, these issues come up...)


Salute!

Re: MDL collision and Nexus [Re: Aionian] #100461
11/30/06 13:47
11/30/06 13:47
Joined: Mar 2006
Posts: 752
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demiGod Offline
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demiGod  Offline
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1) About the models collision detection: you need to script the collision mode that the engine will handle. Ex: if you want precise collision detection and if you are using the latest upgrade of 3dgs, you can move the entities using c_move command and define the move mode and hull used for collision.
Read the collision detection chapter on the manual for further details;

2) About the nexus: its the same that -nx command;

Re: MDL collision and Nexus [Re: demiGod] #100462
12/01/06 08:18
12/01/06 08:18
Joined: Nov 2006
Posts: 14
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Aionian Offline OP
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Aionian  Offline OP
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Joined: Nov 2006
Posts: 14
Hm, thanx for answering. Nexus is clear.

Still, I can't figure out what is different between MDL entities. Let me be pore precise:

In a level I have a chair and a desk. Both are modelled in Rhino and skinned and saved as... in MED.
As player I can walk through the desk but not through the chair. Both are high-poly (>2000).

I reckon it has something to do with the hull but I don't klnow where to set it and what's more important: how can I take this in account upfront when I am making the model.

I've searched related subjects in the manual but find no answer.

Please advice

Salute!

Re: MDL collision and Nexus [Re: Aionian] #100463
12/01/06 16:13
12/01/06 16:13
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demiGod Offline
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demiGod  Offline
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Like i said it has to do with the script movement you are using for the player and the collision detection system you define, and nothing to do with the model itself.

The chair and the desk are made in a modelling program you choose and then exported to 3dgs. Its the 3dgs engine that handles the collision detection of that models depending on modes / flags you define.

So, what movement script are you using for the player movement and what 3dgs version are you using?


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