Prospero 1 Posted October 12, 2002 Hi all, Someone must have dealt with this one. If I create a Geometry LOD and put a simplified model of the object in this LOD, and then create a Fire Geometry LOD, but leave it empty, will the resulting object prevent people walking through it, but allow bullets to pass through? I tried it... and it doesn't seem to work. Yes I can be a lazy bastard, too - so I'm swallowing my pride and asking here;) The reason I ask is my carrier's railings. One really wants to be able to fire through railings, but still have them block the player walking through them. Same would go for some types of window. Prospero Share this post Link to post Share on other sites
suma 8 Posted October 12, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Oct. 12 2002,20:03)</td></tr><tr><td id="QUOTE">Someone must have dealt with this one. If I create a Geometry LOD and put a simplified model of the object in this LOD, and then create a Fire Geometry LOD, but leave it empty, will the resulting object prevent people walking through it, but allow bullets to pass through?<span id='postcolor'> Yes, we have created some objects this way (some fences and maybe also some larger bushes). It works. Share this post Link to post Share on other sites
Prospero 1 Posted October 12, 2002 OK thanks Suma:) Clearly I'm doing something wrong. But it always helps to know that something works, and that one isn't going down a blind alley. Thanks again. Prospero. Share this post Link to post Share on other sites
der bastler 0 Posted October 12, 2002 Hm, and I have a model with geo and fire geo lod. Geo lod is working fine, you can't go through the model but... ...although a fire geometry lod is defined (copied from highest resolution lod, 543 faces), it only works for one part of the model! That means, a small box to one side of my tank catches the bullets while the rest stays invulnerable! Some model versions ago all worked quite well, but now? The only thing changed: I edited the resolution model (sharpened some edges, smoothed others) and derived the (fire) geo lods from it. Yes, I've defined named selections in fire geo lod (component01...component04). Yes, I've recalculated the normals. Yes, I've sharpended the edges. *?* WHAT'S GONE WRONG? Share this post Link to post Share on other sites
Prospero 1 Posted October 12, 2002 Well it's a good question. I'll attack this problem tomorrow - right now I'm sipping Chardonnay;) But... I suspect that the Fire Geometry LOD may not like being too complex (too many faces). Of course, I'm simply guessing here, but I am given to understand that this _is_ the case for using a LOD to cast shadows - so maybe something similar is going on here. I'll post more if and when... Prospero Share this post Link to post Share on other sites
der bastler 0 Posted October 12, 2002 Well... the former fire geo lod version got 616 faces -and it worked! Now I optimized the model a little bit (543 faces max) and... ? Share this post Link to post Share on other sites
Prospero 1 Posted October 12, 2002 God doesn't like you;) Prospero Share this post Link to post Share on other sites
der bastler 0 Posted October 12, 2002 *watchesthesky* *sigh* Another try to fight doomsday: How can I unmap textures? Remember, I copied the resolution lod and removed the texture names from the face properties dialog. But something dirty and ugly shows up in bulldozer. Perhaps... Share this post Link to post Share on other sites
der bastler 0 Posted October 13, 2002 Got it! The whole tank catches bullets again! I've deleted the four existing named selections (which were created using "find components") in my fire geo lod and defined 15 new components (manually,*argh*). Now it's working! Seems you shouldn't have to much vertices/faces in one component!? *yawns* Good fight - good night! Share this post Link to post Share on other sites