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[aps]gnat

Component Convex Hull

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Having a heap of trouble getting my Fire Geometry working on the Krivak  crazy_o.gif

Sure, it could be its size, but all my other ships work fine, maybe the Krivak is just too "complicated" geometry wise  huh.gif

I see a few posts about curing FG LOD problems, and I've tried all, but about using Component Convex Hull.

- What is it meant to do?

Because all it does to my model is turn the hull into a munted mess. sad_o.gif

Along with Structure>Convexity>find non convexity .... what am I trying to fix exactly ?! I manage to usually get rid of all red dots but still have problems.

I can generally get the FG LOD to work at times, but sometimes the "impact" occur beyond the outer walls of the model, but not past the model ... ie, it hits but sort of inside the ship.

I've tried;

- Using the 0.0 LOD

- Using just a heap of adjusted cubes

- Used > 64 meters of FG LOD

- Used < 64 meters of FG LOD

- Play with the GEO LOD just in case it was the problem

- Footmunchs

Quote[/b] ]Select all (Ctrl-A)

Triangulate

Squarize

- ComponentX 'ing every thing once or twice

- Maddogs copying the details, deleting the whole LOD and pasting into a new one.

- Making the FG slightly bigger or smaller than the 0.0 LOD

EDIT: And while I'm asking .... are driver and gunner and cargo proxies meant to be copied into Geo and/or Fire Geo LODs ?

*sigh*   icon_rolleyes.gif

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Component Convex hull does two things: It makes all shapes convex (reduced to basic shapes) and names the shapes Component01, Component02 etc. which is needed in Geometry LODs. You don't need this function for any other LOD.

On models that should be convex, you have to pay attention that you don't create difficult shapes in one mesh; rather do two then. I'll try to explain a bit graphically:

componentconvexhull.gif

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Ok, thanks Hardrock, simple enough explaination for a dumb arse like me to understand ....... but then what all this shyt about using the Resolution LOD to define your FG LOD !!  crazy_o.gif

Seems to me you can use the "complex" resolution LOD as your FG LOD ....... unless your plane unlucky that it doesnt work and you are force to resort to a bunch of cubes !!

EDIT: There is no way some of the community models (ive seen) would stay intact if the Component Convex Hull menu item was used ... yet their FG LOD works confused_o.gif A bunch of mine certainly do work, yet I've never used this command.

arh great .... a big grey area maybe eh.

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Gnat @ Dec. 30 2005,18:23)]Ok, thanks Hardrock, simple enough explaination for a dumb arse like me to understand ....... but then what all this shyt about using the Resolution LOD to define your FG LOD !! crazy_o.gif

Well, IMO the best way for the Geo LODs is to create them seperately each, as they should have much less polys and points than the Res LODs. And making convex models isn't hard. Just create a bunch of boxes and cylinders and adjust them to fit your model.

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Just create a bunch of boxes and cylinders and adjust them to fit your model.

Cheers mate ..... I'll rewind to basics and be a "cubist" .... see if that revives the FG and Geo. (1:30am .... brain hurts .. need sleep)

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it works like hardrock explained. the fire and geo lod are made in very low poly. think it like a stone age look! bunch of cubes and cylinders attached.

i would look for open faces in your fire/geo lod to. usually it's the cause for "go trough" bullets and weird collisions. at least it happened to me in my addon.

few weeks ago a guy explained me the convex hull function (something present in all game models) and just 1 thing that hardrock didnt sayed(i can be wrong).

by the guy words, convex hull detects all INNER edges of the polygon and makes them "flat". so the outer edges are maintained.

in the ilustration from hardrock he explains the inner edges. i would like u hardrock to coment that outer edges statement. is it true? seems so.

and thanks for talking about this kind of (very) important details.

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2 lots of weirdness;

1) I have a LOD with just simple cudes or cube like wedges (simple equal change of length of 2 sides) and I do the "Component Convex hull" and IT WANTS TO JOIN CUBES TOGETHER !!!!!! whats this that?!

2) Ignoring and not doing 1), I place 3 models on a map. I shoot at all three; on 2 the bullets/missiles explode on the BACK walls of the cubes! On the other the bullet correctly explode on the outside/front wall of the cubes! The same model !

WTF ..........

....... and there are no open faces.

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How many components does the Fire Geo LOD have? AFAIK there's a limit of 128 (127?) components.

How big in meters is the Fire Geo LOD?

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How many components does the Fire Geo LOD have? AFAIK there's a limit of 128 (127?) components.

How big in meters is the Fire Geo LOD?

Nop, only got like 6 components.

The Fire Geo was at times bigger than 50m and then during other experiments, smaller.

But what appears to be happening is its effected by the GEO SIZE, no matter what size the FG is sad_o.gif

There is some weird inter-LOD size effects going on.

But there seems no true working example, some models with similar dimensions of LODs work, others don't.

Some items that seem to effect integrity of Geometry and Fire Geometry;

- Locations of object within the editor, seems to be a "cut-off" at +/- 100m

- Number of points or faces. I got different results with simple oversized cubes tests

- (Weirdest) location with the map, depends on exactly where you place it, depends on wheather it works properly.

I've dropped the use of a Fire Geo and I now have a sort of working example I think (for one model, still have to recheck integrity of others), but weird is that depending how far you are away from the model depends on wheather the shell/missile explodes on the outside wall or the inside back wall sad_o.gif

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Gnat @ Jan. 02 2006,04:38)]I've dropped the use of a Fire Geo and I now have a sort of working example I think (for one model, still have to recheck integrity of others), but weird is that depending how far you are away from the model depends on wheather the shell/missile explodes on the outside wall or the inside back wall sad_o.gif

Might be a side effect of built-in rocket simulation step... huh.gif Very weird, indeed.

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I did some search but didn't get what i needed.

Could anyone please explain, what makes a box "non-convex"?

How do i make them "convex" ?

I tried many times to make a fresh new box instead of the old one, but when i use the "Structure/Convexity/Find non-convexities" it is still marked as "non-convex".

I tried both the way of creating it vertex by vertex, and by "Create/Box" but it still says it's non-convex.

Normally i wouldn't bother so much, but it seems in game when there are any objects behind this "non-convex" geometry, the objects are hidden - for example imagine you have a V3S and some non-convex box all over it's cabin, when you look through the window on one side of the vehicle, you won't see some trees or another objects which are on the other side of the vehicle.

So, how do i make them "convex" ?

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