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FPSC Classic Product Chat / Terrain, collisions... want a discussion...

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Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 20th Feb 2007 00:17
ok, so this is interesting...

I created a 600x600 terrain mesh and imported it into FPSC as an entity. Its static, and has collision mode 1 (polygonal).

I started out using the mesh exported from maya as a .x file (108kb).

The terrain works perfectly, no collision problems at all.

I then save the terrain outta maya as an obj file and then import it into milkshape. From there I export with the directx JT exporter.. the mesh is now ONLY 34kb.

I run this new mesh through FPSC, I can now fill the ENTIRE map space with this terrain piece, maintaining 32FPS, but now I have a whole host of collision issues, including the player getting stuck. Even if I change the entitys collision mode to 2 (reduced), it still bugs out and I get stuck on thin air!

So I'm wondering if compressed .x files actually mess with FPSC's collision detection?

Anyway, just wanted to see what other peoples experience of this had been, and if anyone had any further comments?

RedneckRambo
18
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Joined: 19th Oct 2006
Location: Worst state in USA... California
Posted: 20th Feb 2007 02:32
hmmmm that's interesting.

Urlforce Studios
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Joined: 16th Oct 2006
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Posted: 20th Feb 2007 19:18 Edited at: 20th Feb 2007 19:19
Well all of my models I created for my pirate game came out of milkshape via JT exporter. I noticed on several of them the collision is fine, however it is hit and miss. If you wish I can zip up all my different models and post/email them to you to see diff types of collision with angles etc. My theory is planes somehow effect collision. its all very interesting because some of the most complex models I made had no collision problems. (The giant stairs worked fine except 1 spot 3/4 the way up, so you could just cut that part off and have it work fine. So let me know what you want.

He said, "You drink when you're lonely." No I drink when I want!
He said, "You'll never be sober." Sure. Why would I want that?
Reality Forgotten
FPSC Reloaded TGC Backer
18
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Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 20th Feb 2007 20:17
It's normaly the large open spaces that cause all of the problems, I don't think The collision detection system can handle them. Though a quick fix woulbe tp create all of you terrain and then remoe from the mesh anything that is the lower ground, create some floor tiles fot it and call it good. that seems to be the best option.


Butter fingers
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Joined: 20th Mar 2006
Location: Mecca
Posted: 20th Feb 2007 20:24
Urlforce, that's cool to know. I built some bumpy fields, and I only had problems when you moved from the flat to the bump, it was like you caught on an invisible snag...

I wish lee or someone could set in and give a difinitive answer. This is a problem/debate that's been going on for a while, and it would be nice if someone just said... if you subdiv a mesh, it won't work... or something!

As a point I just finally got around to installing staminas free pack, and I had massive collision probs with it in 1.04, I kept getting snagged on the top floor, but in V1 it ran like a dream!

rolfy
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Joined: 23rd Jun 2006
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Posted: 20th Feb 2007 20:36
I dont know about collision in Maya as I use 3dsMax.I can say that I have tried everything.
Exporting the entire mesh and making it a segment or a static entity seems to have much the same collision problems,with player getting stuck and enemies falling thru'.
I have also tried slicing the mesh into smaller,3x3 sections which resulted in better collision with enemies but only on certain parts of the mesh,it still had problems with the player getting stuck.
If I export the entire mesh and place it as a static entity there is usually at least one spot the player will get stuck but overall the collision with player is better.
It may be that one kind of .x exporter will work better than another.By trial and error maybe you could find out which works best.
Urlforce Studios
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Joined: 16th Oct 2006
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Posted: 20th Feb 2007 22:59
Here's my platform entities from the pirate game I was developing. You may only use these for experimental purposes. I don't really think you'd find any use for them elsewise lol.
Check out all the different places where you get snagged. Some like the "house" doesn't have any. Where as a simple ramp you get stuck.

I figured out if you crouch up and down the collision problem goes away. So play with it.

He said, "You drink when you're lonely." No I drink when I want!
He said, "You'll never be sober." Sure. Why would I want that?

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lynch productions
17
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Joined: 16th Feb 2007
Location: San Antonio
Posted: 21st Feb 2007 00:32
i heard somewhere that you had to set the enity to dynamic but i dunno if thats the issue

sorry if i wasnt any help
will

lynch production
SpyDaniel
18
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 21st Feb 2007 01:10
Butters, I just tested this out. I did what you had said above, I exported a detailed terrain model from Max as a DirectX text file with no compression. It worked good around the edges of the model but when I walked over the centre, it lagged and I got stuck. I then added a character to the level and when I tested, they fell through the model.

I think the only way to get terrain working, would be to cut up the larger model into 100x100 pieces and try that.

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