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Passable models #231047
10/11/08 18:08
10/11/08 18:08
Joined: Aug 2008
Posts: 37
Hungary
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Kronomanta Offline OP
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Kronomanta  Offline OP
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Hungary
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.
Re: Passable models [Re: Kronomanta] #231118
10/12/08 02:45
10/12/08 02:45
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NC
laugheazy Offline
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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..
Re: Passable models [Re: Kronomanta] #231122
10/12/08 05:14
10/12/08 05:14
Joined: Apr 2008
Posts: 139
Japan, Osaka
Tails01 Offline
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Tails01  Offline
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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.
Re: Passable models [Re: Tails01] #231153
10/12/08 12:44
10/12/08 12:44
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Posts: 37
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Kronomanta Offline OP
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Kronomanta  Offline OP
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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.
Re: Passable models [Re: Kronomanta] #231158
10/12/08 14:07
10/12/08 14:07
Joined: Feb 2008
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EvilSOB Offline
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EvilSOB  Offline
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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
Re: Passable models [Re: EvilSOB] #231216
10/12/08 21:33
10/12/08 21:33
Joined: Aug 2008
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Kronomanta Offline OP
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Kronomanta  Offline OP
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I got no warning during compiles.
But my model which is a park with a garage and some lamps, is in a box, I think it's called bounding box and I cannot get in neither the park...

I set the polygon ON and checked the 'create meshes'.
Can my model be wrong? I do not know why :S

Re: Passable models [Re: Kronomanta] #231279
10/13/08 13:05
10/13/08 13:05
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EvilSOB Offline
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EvilSOB  Offline
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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
Re: Passable models [Re: EvilSOB] #231293
10/13/08 15:59
10/13/08 15:59
Joined: Aug 2008
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szigibence Offline
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szigibence  Offline
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Hi all!

Me and kronomanta made the model.
Here is the link :
Code:
http://data.hu/get/723468/park.rar.html


Last edited by szigibence; 10/13/08 16:07.
Re: Passable models [Re: szigibence] #231294
10/13/08 16:06
10/13/08 16:06
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Kronomanta Offline OP
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Kronomanta  Offline OP
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I put the player-start pos into the box... but my player starts lifting to the top of my entity...
I made the gravity with c_trace, so I think that's why it does the lifting.


I looked at the 3D view in MED but there's no bounding box :S
Szigibence has uploaded the model mentioned...
I hope, seeing it will help :S
Cause we cannot use any of our models :S all of them have this problem :S

Re: Passable models [Re: Kronomanta] #231398
10/14/08 09:11
10/14/08 09:11
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Australia
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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