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A7 Wed + FBX import collision #125030
04/19/07 15:09
04/19/07 15:09
Joined: Dec 2003
Posts: 61
miami
gunplay Offline OP
Junior Member
gunplay  Offline OP
Junior Member

Joined: Dec 2003
Posts: 61
miami
I'm working with the pre-release and FBX import is working great. All the models come in with their textures correctly placed. My only problem is now when i run the level my player code (which uses c_move) doesn't recognize the model for collision. On my other model based levels i converted my models to .mdl so all i had to do was enable polygon in the entity properties to get collision working. But when imported directly into wed it doesn't have the polygon option. How do i enable polygon collision with these objects?

any help would be appreciated, thnx in advance.

Re: A7 Wed + FBX import collision [Re: gunplay] #125031
04/20/07 09:39
04/20/07 09:39
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
You can't use AABB with concave blocks, only OBB. If that was your question.

Re: A7 Wed + FBX import collision [Re: jcl] #125032
04/20/07 16:15
04/20/07 16:15
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Static models (FBX) don't use polygon collision?


xXxGuitar511
- Programmer
Re: A7 Wed + FBX import collision [Re: xXxGuitar511] #125033
04/21/07 15:49
04/21/07 15:49
Joined: Dec 2003
Posts: 61
miami
gunplay Offline OP
Junior Member
gunplay  Offline OP
Junior Member

Joined: Dec 2003
Posts: 61
miami
i got this out of the manual under "Map Properties"

Quote:

Select convex or concave blocks for your level. When set at 'concave', no warning message will appear when blocks are distorted. For building a BSP Level, you have to select convex blocks. Concave blocks can only be used for a Simple Level without BSP Tree (not supported yet).






so just to make sure im understanding this correctly, i would have to remove use_aabb from c_move and build the level using the build simple map button in WED (which will be fully functional in the final release)?

thnx in advance

Re: A7 Wed + FBX import collision [Re: gunplay] #125034
04/21/07 17:29
04/21/07 17:29
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
If I'm understanding this correctly, then you'd have to use another [invisible] model for collision... IDK...


xXxGuitar511
- Programmer
Re: A7 Wed + FBX import collision [Re: xXxGuitar511] #125035
04/22/07 09:20
04/22/07 09:20
Joined: Jun 2003
Posts: 1,017
Germany
T
Thomas_Nitschke Offline
Senior Developer
Thomas_Nitschke  Offline
Senior Developer
T

Joined: Jun 2003
Posts: 1,017
Germany
Nope, just do as JCL stated: Have c_move use OBB and there you go...


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: A7 Wed + FBX import collision [Re: Thomas_Nitschke] #125036
04/22/07 20:18
04/22/07 20:18
Joined: Dec 2003
Posts: 61
miami
gunplay Offline OP
Junior Member
gunplay  Offline OP
Junior Member

Joined: Dec 2003
Posts: 61
miami
i removed the use_aabb flag thinking that obb would be used by default (says so in the documention) but it still wont collide with my concave level here's the code does anyhting look out of place

Code:
  FUNCTION handle_movement(){
temp.x = -1000;
temp.y = 0;
IF (upkey_var == 1 && dnkey_var == 0 && lfkey_var == 0 && rtkey_var == 0) { temp.x = camera.pan; }
IF (dnkey_var == 1 && upkey_var == 0 && lfkey_var == 0 && rtkey_var == 0) { temp.x = camera.pan + 180; }
IF (lfkey_var == 1 && dnkey_var == 0 && upkey_var == 0 && rtkey_var == 0) { temp.x = camera.pan + 90; }
IF (rtkey_var == 1 && dnkey_var == 0 && lfkey_var == 0 && upkey_var == 0) { temp.x = camera.pan - 90; }
IF (upkey_var == 1 && lfkey_var == 1 && rtkey_var == 0 && dnkey_var == 0) { temp.x = camera.pan + 45; }
IF (upkey_var == 1 && rtkey_var == 1 && lfkey_var == 0 && dnkey_var == 0) { temp.x = camera.pan - 45; }
IF (dnkey_var == 1 && lfkey_var == 1 && rtkey_var == 0 && upkey_var == 0) { temp.x = camera.pan + 135; }
IF (dnkey_var == 1 && rtkey_var == 1 && lfkey_var == 0 && upkey_var == 0) { temp.x = camera.pan - 135; }
IF (temp.x != -1000){
IF (key_shift == 1){ temp.y = 10 * time; } ELSE { temp.y = 15* time; }
}
my.move_x = fcos(temp.x,temp.y);
my.move_y = fsin(temp.x,temp.y);
c_move(my,nullvector,my.move_x, glide);

}



i droped this function inside my player action along with one to handle the camera and thats all.... any thoughts

thnx

Re: A7 Wed + FBX import collision [Re: gunplay] #125037
04/23/07 05:46
04/23/07 05:46
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
Make sure that you've compiled the level with "Create Meshes".

Re: A7 Wed + FBX import collision [Re: jcl] #125038
04/23/07 15:34
04/23/07 15:34
Joined: Dec 2003
Posts: 61
miami
gunplay Offline OP
Junior Member
gunplay  Offline OP
Junior Member

Joined: Dec 2003
Posts: 61
miami
i had that option set from the beginning but to no avail. i then tried both "build bsp map" option and the "build simple map" option. the bsp map will load in the engine but no colison on the concave blocks, and the simple map comes back with a "Error E1101 <test.wmb>: Bad WMB format" error and crashes the engine. is there somthing that i could be missing?

thnx again


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