Divinitize 1 Posted May 14, 2013 I've been having problems with making proper collision. I've made a test building with a hole cut out so i can drive a vehicle into it, however the vehicle hits collision that isn't even there, the collision i have tried in Oxygen does not have any faces in the opening so it should just drive through without a problem? I'm still an amateur at this type of stuff, so if i'm missing something obvious i apologize. Here are 2 pictures of my Test building in game and in oxygen, im using the whole geometry as collision, but i HAVE tried making normal simple box collision and it still does not work. Thanks in advance. Share this post Link to post Share on other sites
Sealife 22 Posted May 14, 2013 all that cannot be one component ,you must seperate it or if it is do >structure >find components Share this post Link to post Share on other sites
Divinitize 1 Posted May 14, 2013 it was all modelled as one component Share this post Link to post Share on other sites
Sealife 22 Posted May 14, 2013 its too complex for convex you need to just make cubes or if you know what to do disect and component convex hull , sorry i havent time really to explain advance and im not sure my terminology is adequate , maybe PUFU or someone of similar skillz will explain better . Share this post Link to post Share on other sites
max power 21 Posted May 14, 2013 You need to model the geometry LOD as discrete convex components. The can be no C shapes or holes in a convex object. At any angle if you are tracing the outline of a convex component going clockwise, there can be no left turns. Even the incorrect triangulation of quad faces in an irregular shape, or something being off by a fraction of a degree can break the convexity of a component. So, each wall, ceiling, floor, etc should be its own rectangular prism shape. If you import it, make sure 'merge vertices' is off. Then go to topology\find components to get the correct names for each collision submesh, and you should be okay. Share this post Link to post Share on other sites
Messiah 2 Posted May 15, 2013 Holy confusing, Batman. Simplified rule of thumb: Construct your geo Lod from simple boxes/cubes/geometry. Think of it as building with LEGO. Make sure to use the 'Find components' tool once constructed. The BIS wiki has a few good articles you should read. Geo lods and their creation, are essentially unchanged since OFP. Share this post Link to post Share on other sites
max power 21 Posted May 15, 2013 (edited) Simple doesn't describe convexity, unfortunately... and (for the other geoLODs like view and fire) the components don't really have to be all that simple as long as they're convex. If you're having trouble visualizing my explanation of convexity, then I would suggest googling it. It is very important, and 'create component convex hull' doesn't always work, even if it's making convex hulls out of geo that's already convex. Edited May 15, 2013 by Max Power Share this post Link to post Share on other sites
Messiah 2 Posted May 15, 2013 But surely for his purposes, a basic square garage of sorts, overloading him with jargon when he states that he's all rather new to this, was a bit OTT :) I'm quite aware of what convex and concave is, I did do my O Level/GCSE physics like everyone else. (Come to think of it, wasn't it before GCSEs, and wasn't it an entirely different subject? Getting old) Share this post Link to post Share on other sites
max power 21 Posted May 15, 2013 If he has any questions, he's free to ask them. I don't really see what impenetrable jargon you're referring to. Maybe submesh, triangulation, and quad face? If he plans to be a modeller, he could not get through a basic tutorial without hitting those. Share this post Link to post Share on other sites
Messiah 2 Posted May 15, 2013 I'm just playing with you Max - Didn't quite expect it to go that far, appologies. Share this post Link to post Share on other sites
kiory 405 Posted May 16, 2013 (edited) I'm gonna break it down to layman's terms for him as convexity etc is a bit much to take on. Basically mate, go back into max and make the collision out of simple shapes with boxes etc and keeping those boxes to the same shape as the original model, remember what I did with the shadow lod for that electrical power thingy? Just like that. You could also make the shapes in O2, but that would probably take longer as the tools aren't as robust as 3DS. Edited May 16, 2013 by Kiory Share this post Link to post Share on other sites
Messiah 2 Posted May 16, 2013 You could also make the shapes in O2, but that would probably take longer as the tools aren't as robust as 3DS. Robust enough to create primitive boxes? I know you lament O2 alot, but it's quite capable of making simple boxes ;) Share this post Link to post Share on other sites
kiory 405 Posted May 17, 2013 (edited) Actually, I've grown to enjoy O2's eccentricities, however I do feel max can make boxes quicker, however dumb that sounds.... Anyway, point is that he has been learning in 3DS Max, wouldn't it be more sensible to use the tools that he is more familiar with? I don't understand why he would want to complicate things by creating geometry in O2, stick with what you know I'd say. Edited May 17, 2013 by Kiory Share this post Link to post Share on other sites
max power 21 Posted May 17, 2013 It is much easier to be more precise in Max at any rate. Share this post Link to post Share on other sites