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Collision detection problem with doors [message #17780] Wed, 30 April 2003 00:39 Go to next message
JRPereira is currently offline  JRPereira
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I'm having an odd problem with some doors I've added to a new map that I haven't had with other maps. I'm not sure what causes it or how to fix it. Basically, all doors are treated as solid when closed, but when they open, most of, if not all of the model is phsyically transparent (can shoot through and walk through).

Not all of the doors are affected, every time I make a change some of the instances get the problem and some don't.

In addition to that, when you look at the door from certain angles it disappears (not directly at the door, but usually off to the side).

clicking repartition culling systems doesn't help.
Collision detection problem with doors [message #17801] Wed, 30 April 2003 05:06 Go to previous messageGo to next message
StoneRook is currently offline  StoneRook
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what w3d options are set on the doors?

"None shall pass"

RenEvo -- see our forums (www.renevo.com).

There are times when you must run - and times when you must fight - I choose - fight"
Re: Collision detection problem with doors [message #17839] Wed, 30 April 2003 10:38 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
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JRPereira

I'm having an odd problem with some doors I've added to a new map that I haven't had with other maps. I'm not sure what causes it or how to fix it. Basically, all doors are treated as solid when closed, but when they open, most of, if not all of the model is phsyically transparent (can shoot through and walk through).


If you modeled these doors yourself, did you select optimize collision detection when you exported it? Without that I've seen lots of collision problems with animated objects. Also, being an animated object, it probably needs to have some sort of bounding box that surrounds its entire model and where the model will be in the animation sequence. If there isn't one, then when the animated object leaves its original location (doors sliding open) Renegade may not render it because the model has left the area it gets renedered in. A bounding box can expand the area the object will render in.


NeoSaber

Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
Collision detection problem with doors [message #17845] Wed, 30 April 2003 12:03 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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It was using physical projectile and camera for the w3d options. I've tried it both with and without optimize collision detection.

How would I do the bounding box? Just surround the entire area the door occupies (including when open) with an invisible box with no collision options? or surround the door mesh with an extra box with the right collision options? (or something else?)
Collision detection problem with doors [message #17848] Wed, 30 April 2003 12:12 Go to previous messageGo to next message
StoneRook is currently offline  StoneRook
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yeah -


just make a box the maximum size of your animation


set it to OBBox w3d option (no others)


and name it "BoundingBox" (important)

change the properties to "display as a box" so you can see through it.


You should make a bounding box around any animation you do - aggergates included.



on the collosion settings of the door - you should have physical/vehicle/camera/projectile ---

(if the door cant be hit by a vehicle - dont set that)


Thanks to NeoSaber for bringing up the BoundingBox - i do it second nature - i didnt think to ask... Laughing


"None shall pass"

RenEvo -- see our forums (www.renevo.com).

There are times when you must run - and times when you must fight - I choose - fight"
Collision detection problem with doors [message #17856] Wed, 30 April 2003 12:49 Go to previous message
JRPereira is currently offline  JRPereira
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Thanks! the doors work perfectly now
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