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Passable models
#231047
10/11/08 18:08
10/11/08 18:08
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Joined: Aug 2008
Posts: 37 Hungary
Kronomanta
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OP
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Posts: 37
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Hi All!
I've made a model with 3DS Max, exported it as .3ds. It works well except one thing... It's passable... I do not flagged it passable and use no script to make it passable...
I do not know why but all of my models made by me are passable :S
Please, someone, help me :S
Last edited by Kronomanta; 10/11/08 18:18.
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Re: Passable models
[Re: Kronomanta]
#231118
10/12/08 02:45
10/12/08 02:45
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Joined: Mar 2007
Posts: 23 NC
laugheazy
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Im not 100% sure on this. But is there a way to set its collision detection ? If so you may wanna look into that. I know from other engine experience, or even working with 2D you need to make sure collisions are set.
The Few.. The Proud.. The Marines..
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Re: Passable models
[Re: Kronomanta]
#231122
10/12/08 05:14
10/12/08 05:14
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Joined: Apr 2008
Posts: 139 Japan, Osaka
Tails01
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Posts: 139
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hmm, where do you import it, in WED or MED and then WED, when you import your model in WED, you import it as a WED Block and this could be your Problem try to import it in MED and then WED when you havn't done it yet.
Gruß Tails
An implemented second-rate idea is better than a good idea, which gathering dust in your brain.
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Re: Passable models
[Re: Tails01]
#231153
10/12/08 12:44
10/12/08 12:44
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Joined: Aug 2008
Posts: 37 Hungary
Kronomanta
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I import in MED then WED.
Hmm... But sample models are not passable as default.. :S Collision detection? Do you mean setting it via script or checking "on" the polygon flat?
I have tried to use the polygon flat but then my model gets in an invisible box. I mean e.g. I cannot get to an inner corner in the garden.
Last edited by Kronomanta; 10/12/08 12:49.
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Re: Passable models
[Re: Kronomanta]
#231158
10/12/08 14:07
10/12/08 14:07
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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It may be aa big hassle, but I struck this problem too. I could only get around it by setting polygon ON for the models and compiling with "create meshes" in advanced compile settings turned ON.
Best of luck, and be prepared for many warnings during compiles.
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: Passable models
[Re: Kronomanta]
#231279
10/13/08 13:05
10/13/08 13:05
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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That would be my 'guess', a faulty model.
The bounding box you normally see in WED is just so you can see the models maximum dimensions, it doesnt actually exist.
Try testing by putting your player-start position inside the box in a valid place and see if everything 'inside' collides ok.
If it does, there may be some hidden bounding box built into the model. Open the model in MED, and zoom the 3d view right out. Any bounding boxes will show here if they exist.
If you know how to post files here, post an untextured copy of your park model.
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: Passable models
[Re: EvilSOB]
#231293
10/13/08 15:59
10/13/08 15:59
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Joined: Aug 2008
Posts: 8
szigibence
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Posts: 8
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Hi all! Me and kronomanta made the model. Here is the link : http://data.hu/get/723468/park.rar.html
Last edited by szigibence; 10/13/08 16:07.
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Re: Passable models
[Re: Kronomanta]
#231398
10/14/08 09:11
10/14/08 09:11
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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Posts: 3,232
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Model contains no problems of the type you describe. (you may have dynamic lighting issues later due to open meshes though)
I DLed the model, straight import to MED, saved, and loaded as entity in WED into a pre-existing test level of mine, and set polygon flag on.
It works fine here, I cant get into the park cause of its wall, and cant get into garage as there are no doors, but Im able to hug the walls right the way around, and if I place my start inside its all cool.
The problem is somewhere else....
How are you adding the model to WED? Object / Add_Model, Object / Load_Entity? (same thing) or as a prefeb or terrain?
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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