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FPSC Classic Product Chat / Google Sketchup Collision problem

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proart
15
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Joined: 13th Feb 2009
Location: Hungary
Posted: 14th Sep 2009 14:39
Hello! How to create a model in goodle sketcup without collision problem?
Defy
FPSC BOTB Developer
VBOTB Developer '09
17
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Posted: 14th Sep 2009 14:45
Hi, are your walking on or in the object in mention? I dont use the program, however I have the problem with large objects with complex faces using a different 3Dapp. Not sure...

"in videogames you try to get the best graphics with the least amount of processing." -Ingolme
"The more skill you acquire, the less you have to use it." SS
proart
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Location: Hungary
Posted: 14th Sep 2009 15:20
because of the collision I cannot go beside it
djmaster
User Banned
Posted: 14th Sep 2009 15:33
Maybe your collisionmode in .fpe is set to box or something so you cant come close,set it to polygon collision.

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proart
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Location: Hungary
Posted: 14th Sep 2009 18:57
------------------
djmaster:

Maybe your collisionmode in .fpe is set to box or something so you cant come close,set it to polygon collision.
------------------



And how to do this?
Silvester
18
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Location: Netherlands
Posted: 15th Sep 2009 07:32
Open the *.fpe file of the object you made, and look up the 'Polygon Collision' ID in the manual, then enter that at Collision= instead of the current one.


EDP Map Editor[2D]
proart
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Location: Hungary
Posted: 15th Sep 2009 18:45
I do this but the problem looks above always yet
There it is the fpe file:


desc = stop_tabla
;ai
aiinit = appear1.fpi
aimain = default.fpi
aidestroy = disappear1.fpi
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;orientation
model = stop_tabla.X
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
fixnewy = 0
defaultstatic = 1
materialindex = 11
collisionmode = 1
strength = 0
isimmobile = 0
soundset =
soundset1 =
;visualinfo
textured =
effect =
castshadow = 1
;Animationinfo
animmax = 0
anim0 = 0,0

What do I do badly?
Silvester
18
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Location: Netherlands
Posted: 15th Sep 2009 19:18
Quote: "collisionmode = 1"

I think 1 is box, if changing that to the ID of Polygon fails... Then you probably messed something up in Sketchup.


EDP Map Editor[2D]
Red Eye
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Posted: 15th Sep 2009 19:19 Edited at: 15th Sep 2009 19:21
Quote: "Open the *.fpe file of the object you made, and look up the 'Polygon Collision' ID in the manual, then enter that at Collision= instead of the current one."




EDIT: O now i see your other post.

Try This:


But i do believe you had it right with 1 as poligon collision, maybe you did messed it up in sketchup. but try it anyway

I would delete DBO and BINS before starting a level btw, FPSCLeaner.exe in your fpsc dir.


proart
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Location: Hungary
Posted: 15th Sep 2009 19:56
I try this Red eye but the problem looks above always yet
Other idea?
rolfy
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Posted: 15th Sep 2009 20:24
Although your .fpe looks correct I suspect you are making the object dynamic in the editor, reason I think that is the way you are leaving the texture field empty which you would only do if multi texturing the object. If not then it may be your pivot point in Sketchup is way off, try centering this in the modelling app and ensure the object is at zero axis before export.
Would help if you said what this model is and what scale it is, I wonder if your not scaling it down to fit in the map editor as this is another field missing in your .fpe.
In other words are you making any changes to the model in the map editor?
As above delete .bin and .dbo files after making any changes.
proart
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Joined: 13th Feb 2009
Location: Hungary
Posted: 15th Sep 2009 21:22
If I had to place a model to zero axis,is it will be work correctly?
This is the model:

http://img198.imageshack.us/i/modelu.jpg/

In the mapeditor I change to no physics,and dynamic
rolfy
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Posted: 16th Sep 2009 01:40 Edited at: 16th Sep 2009 01:43
Quote: "In the mapeditor I change to no physics,and dynamic"

Thats your problem right there, dynamic objects only use box collision, if your getting a large collision box around that object I can only assume that the collision box is being measured from the height which would push you back a fair distance from the sign.
Is there more than one texture on this model? if not you have no need to make it dynamic. You can either fix the textures into one uv map and make it static or you can live with it dynamic and use the following script in the main AI.

It depends on whether its important enough to you to have this model with collision, tbh I would fix the texture and make it static.
proart
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Location: Hungary
Posted: 16th Sep 2009 18:33
How can I do a uv map?
Because this is my big problem
Sandante
16
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Joined: 9th Sep 2008
Location: Dark World
Posted: 19th Sep 2009 15:06 Edited at: 19th Sep 2009 15:09
proart

1)Make a model with sketchup, and export it as a object.
2)open UVmapper, load the object.
3)go to edit> New UV Map >Planar and click ok.
4) Save the model and Save Texture map.
5)open the Texture map in paint, and give the parts a color.
6)Convert the object to a X file, ( i'm using Fragmotion)
7) load the x File in entity Workshop, and apply the texture to it.
8) scale to the right size, and load it in FPSC.
9) you can also retexture it to give it more detail.

My problem is, i'm sinking thru the ground, when i come to close to object or corners. i dont know where the problem lies, but i hope someone give me the solution.

Proart, Uvmapper in download

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Aaagreen
17
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Joined: 4th Sep 2007
Location: City 17
Posted: 19th Sep 2009 16:38
Quote: "i'm sinking thru the ground, when i come to close to object or corners"


That's just FPS Creator's crappy collision.

Its a good day to do what has to be done by me and help my brother to defeat the enemies
Sandante
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Location: Dark World
Posted: 19th Sep 2009 18:09
Aaagreen .

That means my models are not the problem, thanks alot!!

proart
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Location: Hungary
Posted: 20th Sep 2009 09:50
SanXL

When I load a model in uvmapper the program fills it badly
There is a shot:

http://img121.imageshack.us/i/problemn.jpg/

This is a house model
Sandante
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Joined: 9th Sep 2008
Location: Dark World
Posted: 20th Sep 2009 13:41
When you load a object it gives automaticly a UVmap.
but you need to make a better one.

3)go to edit> New UV Map >Planar and click ok.
and use this one for texturing!!

Here are some links to help you more.

http://home.online.no/~nnerland/uvmap_tut.htm

http://www.uvmapper.com/tutorials/tutorial_classic_win.html

SanXL.

proart
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Location: Hungary
Posted: 20th Sep 2009 18:38
I know how to use the program but the program fills it badly the model
The program makes the map but maps the 2 sides of the model only.

I uploaded a picture. Did you see that?
If you did not see it is here once more then

http://img121.imageshack.us/i/problemn.jpg/
General Jackson
User Banned
Posted: 21st Sep 2009 05:36
Use wings 3d
Its much much much better

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