Gecko 0 Posted June 18, 2004 Hello alltogether, I've run into a problem with the 'Component convex Hull' menu item of O2. I tried the search funktion and it seems immanent to me that an object must not have non-convex items. Is that correct? In GeoLOD I selected 'Find non-convexities' and it gives me this pic: All the columns are selected. When I try 'Component convex Hull' it kills my object: and the GeoLOD looks like a bathtub Any idea how to overcome this problem? Second question: Are items in any LOD allowed to overlap? Third question: which LOD is used for an object (tank, men) to drive/walk on it and not "falling" through the bridge? I made a Roadway LOD (surface up) but neither this nor GeoLOD prevents me from falling through the surface. thanx, Gecko Share this post Link to post Share on other sites
Chris Death 0 Posted June 18, 2004 It should work, if you make your bridge carrier parts of the geo lod out of 4 objects: Remember: the geo lod should not be that detailed as the basic shape. Let's say you make the lowest object from bottom to the first line (there in the middle of the carrier). Then make object 2 from middle line to the one at 3 meter square. Object 3 make from 3 meter to 4 meters. And object 4 from 4 meters to the bottom of the bridge. __ \_/ If you make it like the graphics above , it should work. Queston 2: generally NO - especially when it comes to collision detection lods like: geo lod, fire geo lod, view geo lod. These lods would become ineffective then. Let's say you do it in the fire geo-lod, then it wouldn't work anymore, and the normal geo lod would take ove the work of the fire geo lod - this error may in some cases not become recognized while testing (e.g: if geo lod covers same places as fire geo lod) Question 3: That should be the roadway lod; did you move it up a little bit - let's say: 0.01 higher than the surface to walk on? Also did you create it correctly (which direction is the face of the roadway lod looking)? I assume that it's not because it's too big, as i can see your bridge seems to be of 40 meters length, and that should be ok for the roadway lod. ~S~ CD Share this post Link to post Share on other sites
Gecko 0 Posted June 18, 2004 Thanks CD, but the non-convex problems remains. I remodelled each carrier to just three blocks. Still O2 declares these as 'non-convex'. What I don't understand is: if non-convex (i.e. concave) items aren't allowed you cannot make a (satellite) dish e.g. From one p.o.v its concave, from the opposite direction it's convex! I decreased the RoadwayLOD from 0.3m to 0.1m and it works fine. I can cross the river without getting wet feet. I tried MemoryLOD with for points (lb,le,pb,pe) at the outer edges of the road on top of the bridge and I made a PathLOD with two entries (in1, in2). Still the AI doesn't use the bridge to cross the river and looks for a ford. I'm out of ideas on this one, too. bye, Gecko Share this post Link to post Share on other sites
Chris Death 0 Posted June 19, 2004 Quote[/b] ]I tried MemoryLOD with for points (lb,le,pb,pe) at the outer edges of the road on top of the bridge and I made a PathLOD with two entries (in1, in2). Still the AI doesn't use the bridge to cross the river and looks for a ford.I'm out of ideas on this one, too. You don't need the memory lod AFAIK for that; For AI paths, you need at least one in# and one pos# vertrice. Best you would make a plane with 2 segments: | | | One of the left-end vertrices name: in1 one of the middle vertrices name: pos1 and one of the right end vertrices name: in2 That should do it. If you don't have a pos# vertrice, the game will crash too, when sending ai over there. For the geo-lod - just don't make any curves in there - make it straight like i demonstrated in my poor graphics above. You don't need a perfect geo lod, when using a fire geo lod and a view geo lod. When i'm back home, i'll try to create a geo lod, similar to yours to show you a screenshot then. ~S~ CD Share this post Link to post Share on other sites
Planck 1 Posted June 19, 2004 Whether or not your bridge needs the Memory LOD is open to question. However the BIS Resistance bridge has one. I haven't really been able to work with Visitor much, I usually used WrpEdit. The problem of AI not crossing the bridge was due, I found, to the land the bridge was built on not being declared as 'Road' type. This was when placing the BIS bridge on an island ( not with the Editor). Never really thought about trying Editor placed bridges. Planck Share this post Link to post Share on other sites
Gecko 0 Posted June 19, 2004 @Planck Quote[/b] ]Whether or not your bridge needs the Memory LOD is open to question. I've seen bridges with and without these four vertexes in MemoryLOD... The streets at the river bank stop some meters short of my bridge. That would be an explanation. I have to talk to the island maker. And that means that AI usable pontoon bridges that cross a river 'somewhere' are not possible in OFP. @DV Chris Death any news on the convex topic yet? What about convex items in any ResolutionLOD? Can they harm the model? thanx, Gecko Share this post Link to post Share on other sites
Chris Death 0 Posted June 19, 2004 As i told you - just make it straight and it works: :edit - as you can see, i've selected all and did structure/convexity/component convex hull - without any problems - none of the lods were changed automatically by that option. Look at the different views to see how i made the geo lod. Convex items in a resolution lod shouldn't cause any problems, as the resolution lod can only screw up visual appearance of your model, if done wrong. You should be able to do everything in your res lod without any probs. ~S~ CD Share this post Link to post Share on other sites
Gecko 0 Posted June 19, 2004 @DV Chris Death: I see. But what happens if you put two of these next to each other - like my bridge? Or am I not allowed to connect two of these items together? I see another difference. My GeoLOD consists of four Components. - left railing - right railing - street - the stone 'masonry' <- this is just one component in my model. but in yours each single block is a component So I'll disconnect every bridge carrier from its neighbour. Thanks so far. Gecko Share this post Link to post Share on other sites
Gecko 0 Posted June 19, 2004 I killed all bridge carriers except for one. This one is made of three blocks (almost same outline as your four-block bridge carrier). When I click 'Find Non-convexities' O2 selects the whole three-block bridge carrier. When I click 'Component Convex Hull' it reduces the three blocks to one: a large V-shaped item. I don't know what's going wrong with this $&$@.... bye, Gecko edit: a last (hopefulle) question, Chris: How many vertices did your example have? It looks like 20 to me. What I want to know is: does every of the four blocks have its 'own' eight vertices ie. the blocks are not connected to each other? If so : do the lower four vertices of the second block have the same coords as the four upper vertices of the lowest (first) block? Share this post Link to post Share on other sites
Chris Death 0 Posted June 21, 2004 - sorry for being lazy and not replying, but i couldn't see your new question from outside the thread as you edited the last one. Well, my four blocks are each a seperate block with 8 vertrices. You're right that the coordinates of the vertrices, where the different objects meet together are exactly on the same spot. Don't connect your objects - make each part a single object. Also take care that each of your objects is at least 0.5 meters thick, or the geo lod won't work at given location propperly. Best you make each of your components (objects) having 8 vertrices, and everything should be fine. btw - all together there are 32 vertrices in my picture. hope this helps ~S~ CD Share this post Link to post Share on other sites
Gecko 0 Posted June 21, 2004 thanx Chris I really did not know that the blocks must not be connected in GeoLOD/FiregeoLOD I designed these LODs the same way I did the ResolutionLOD. I hope that I manage to make the bridge AI-usable soon! many thanx to you all, Gecko Share this post Link to post Share on other sites