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KH Movement - Old and still on wheels #267925
05/26/09 20:37
05/26/09 20:37
Joined: Sep 2006
Posts: 292
M
Mythran Offline OP
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Mythran  Offline OP
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M

Joined: Sep 2006
Posts: 292
Has anyone solved the problem of this script with the models collision?
With some objects if you climb the player will be floating about 3 quants above the object, and other models it detects the mesh outside the mesh...
Can anyone tell me how to solve this problem? Thanks.

Re: KH Movement - Old and still on wheels [Re: Mythran] #268061
05/27/09 11:27
05/27/09 11:27
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
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Cowabanga  Offline
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Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Yes, put "c_setminmax(my);" in player's action.

Re: KH Movement - Old and still on wheels [Re: Cowabanga] #268112
05/27/09 13:29
05/27/09 13:29
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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DLively  Offline
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Posts: 1,988
Canadian, Eh
also, my.polygon = on;

put that at the beginning of all props and entities.


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Re: KH Movement - Old and still on wheels [Re: DLively] #268151
05/27/09 17:07
05/27/09 17:07
Joined: Sep 2006
Posts: 292
M
Mythran Offline OP
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Mythran  Offline OP
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Joined: Sep 2006
Posts: 292
I tryed that and i still have the same problems...
I also just tryed enable_polycollision = 1 and = 2; and nothing.
Don't you or anyone have a level that is working correctly that can send me? Thanks

Re: KH Movement - Old and still on wheels [Re: Mythran] #268152
05/27/09 17:11
05/27/09 17:11
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Bielefeld, Germany
Do you have a version of the KH Movement which already uses c_move and c_trace instead of ent_move and trace?

Re: KH Movement - Old and still on wheels [Re: Pappenheimer] #268158
05/27/09 17:53
05/27/09 17:53
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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DLively  Offline
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Joined: Apr 2005
Posts: 1,988
Canadian, Eh
the problem is, is that the model has animations, and although its not using that animation, the bounding box is still going to be there.

Im sorry, i see nothing that i can fix.

Last edited by DevoN; 05/27/09 18:13.

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Re: KH Movement - Old and still on wheels [Re: DLively] #268178
05/27/09 20:12
05/27/09 20:12
Joined: Apr 2009
Posts: 298
Southern Oceans
KiwiBoy Offline
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KiwiBoy  Offline
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Joined: Apr 2009
Posts: 298
Southern Oceans
If thats the case, the bounding box is set by the first frame so find a frame with a low profile and make a copy of it then shift it to first frame.
Might solve the collision issues.


Use the 'manual' Luke, the manual is your friend. 'Self reminder' smile

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Re: KH Movement - Old and still on wheels [Re: KiwiBoy] #268183
05/27/09 20:55
05/27/09 20:55
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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DLively  Offline
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Joined: Apr 2005
Posts: 1,988
Canadian, Eh
nooooo

thats not how it works, it checks the whole model an builds the bounding box around all the animation frames.

Code:
Frame#1:   STAND

----------- Highest point of all Frames

   
   |  
   |(**)
   |\|/
    /^\
----------- Base Frame bottom

Frame#435 (for example) JUMP

----------- Highest point of all Frames
  \
   \(**)
    \|/
    /^\


----------- Base Frame bottom


still i dont know how to fix it. im sorry.

Last edited by DevoN; 05/27/09 20:55.

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Re: KH Movement - Old and still on wheels [Re: DLively] #268189
05/27/09 22:02
05/27/09 22:02
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Posts: 3,232
Australia
Mythran : you'll need to set my.polygon = on,
and maybe be play with enable_polycollision (Im not sure),
AND in "player_action", in "player.wdl" find the line my.z_offset = something; and set it to Zero.

That should remove the "space" below the model, but I honestly dont know what it will do to the collisions.

I wouldnt be surprised if you get fired into the sky like a rocket at startup.
Make sure your model is positioned just above the ground at level-load or ent_create time.



"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
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Re: KH Movement - Old and still on wheels [Re: EvilSOB] #268302
05/28/09 14:56
05/28/09 14:56
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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DLively  Offline
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Joined: Apr 2005
Posts: 1,988
Canadian, Eh
doesnt work laugh


I tried it.
Ill keep playing with it for a bit.


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