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FPSC Classic Models and Media / A little input on my newest model (Dumpster).

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MaskedMakrel
15
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Joined: 1st Feb 2011
Location: US
Posted: 27th May 2011 07:58
A short modeling question.

As I model, I notice collision detection continues to be an issue.

My most recent model is a dumpster. I added bones around the dumpster to create collision detection. I set the dumpster to dynamic and created a quick script for opening and closing the dumpster.

The bones seem to prevent me from getting inside the dumpster.

Also, I have not been able to create any collision detection with the actual lid of the dumpster. I have tried adding new boxes (no effect), surrounding it with bones (no effect). Is there something I can do to get FPSC to recognize the lid as a solid object when it is open?

Here are the relevant files. (I'm using dumpsteruse.fpi in my script bank fo r the opening and closing).

Files are here:

http://www.mediafire.com/?80nv3ytf282iiv1

Screenshot is here:



http://imageplay.net/img/m7Gbd189022/dumpsterscreen.jpg
Deathead
19
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Posted: 27th May 2011 14:27
Looks primitive to say the least, but great step forward if you are a new modeller but really looking at some references don't hurt. Also there is no lighting in the shot from what I can see so it is quite hard to see any texture details.


MaskedMakrel
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Posted: 27th May 2011 15:29
If it looks primitive, its because its a dumpster.

The issue, however, I am trying to raise is a simple one: how can I get FPSC to acknowledge the fact the lid is solid when I open the dumpster?

Right now, you can jump on to the dumpster when the lid is open and then move completely through the lid. This is rather annoying.
bobochobo
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Posted: 27th May 2011 16:09
What 3d program was it made with?

All browsers should come with compulsory spell checks.

Deathead
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Posted: 27th May 2011 17:27
Quote: "If it looks primitive, its because its a dumpster."

Ugh... Really? Primitive because it is a dumpster? I just criticise what I think is wrong with the model, and at the moment the model lacks detail therefore looks primitive, not because of the subject matter, just because the general model looks basic because from what I can see most of the detail is made from blocks, like the cuboid legs to the cuboid block randomly in front of the dumpster, not to mention the brownish one at the bottom; I'm not questioning your modelling abilities, it is just that I feel that you could do much better if you looked at some references.

Also the reason to why FPSC isn't responding to the lid is because the bounding or collision boundaries are set to it when it is before the animation, kinda like doors in FPSC, if you open a door the door no longer has collision, I'm guessing that FPSC still registers the closed mesh as its collision so anything that goes out of its collision or "boundary box" is rendered collision-less, and perhaps why you cannot go into the dumpster as well.

I think there is some work around for this, perhaps make the lid separate from the dumpster model, I don't know much about FPI scripts but I guess there would be a command that makes the model have no collision, so use that into the script when activated so when the lid opens it makes it have no collision, then when deactivated make it have collision so it gives the effect of the dumpster opening and closing, however this will still make the lid have no collision when opened, guess something to live with.


henry ham
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Location: way way out there
Posted: 27th May 2011 17:46
Quote: "If it looks primitive, its because its a dumpster"


i have to agree with deathead if you hadn't said that it was a dumpster i wouldn't have known what it was.you need to use reference photos when modelling,this will help you to get the proportions & scale right.
also a good texture makes a big difference to.if i was you i would try to get the quality of your models a bit better before you move onto animated models.

heres a shot of one of my old models to illustrate my point.
low poly model + ok ish texture =



cheers henry

MaskedMakrel
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Location: US
Posted: 27th May 2011 20:45
I modeled this in sketchup, exported it to Fragmotion, where I rigged it and exported it for use in FPSC.

(Note, I tried reinforcing the lid with a cube made in Fragmotion and attached to the lid, no effect).

I have modified the door script to keep the coloff command out of the model. If you use a default script, like dooruse.fpi, you will be able to walk through the entire model after it is activated. Hence, I created dumpsteruse.fpi to avoid this problem. With dumpsteruse.fpi, it still sees the bones and creates a kind of collision detection.

However, dumpsteruse.fpi, still does not solve the lid issue, even if I put bones around the lid.

I thought I could create a bone mesh around the lid, which I rigged with the orginal model, but this only increased the memory usage and I could still walk through.

I suppose I could try to create a separate model. It would be easy enough, but I'm not sure if it would work any better since the door would still be tied to the dumpster use command. (I could just delete the dumpster and run a quick test.) My guess is it won't be different.

If the model does not work, the texture does not matter.

I encountered numerous problems with modeling in FPSC. For example, I modeled two beds for my game. The first bed would have characters sinking through the floor. It was largely a square design (no extruding posts and feet that lined up with the edges). In static mode, pepole would run into it and fall through the floor. This is reduced when one puts external rails and deeply inset feet. (The model I ultimately chose to go with). If you notice, my dumpster has both.

That is a very nice dumpster Henry.

Right now, I'm trying to solve a problem. Even if I made a dumpster which met your expectations, and looked identical to Henry's with a lid, it would be worthless if players can walk through the lid.

I'm wondering, if some of the more experienced model makers, might have some kind of tip they use to solve these collision detection issues.
raymondlee306
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Location: Ohio
Posted: 28th May 2011 01:42
Sketch-up has proven to have some collision problems, try using something a little more along the lines of blender or something that can handle the direct x files better. Sketch up is ok but I have seen collision problems. I think I might have tried to help you on the bunk beds, but never found the problem.

I don't know the answer to your lid question, but I would say look at how FPSC handle doors or if you have the London pack look at the trap door.
MaskedMakrel
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Posted: 28th May 2011 15:01
The issue is clearly the lid for some reason. I created the lid only version and you can walk right through it with or without animation.

@raymondlee306

Yes, you looked at the bunkbed. The problem of falling thru the floor was solved by redesigning the bed with the inset feet and extruding surfaces. See the comparison of the beds below. The original "square" design, with no extrusion, resulted in players dropping thru the floor.

MaskedMakrel
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Posted: 17th Jun 2011 22:53
I have been trying out some Blender stuff. This seems to have introduced some new problems. I'm still looking at the issue of the lid though. The new model is currently 2 separate meshes- the lid and the base. I exported using the Blender add-on with full animations and a verbose setting.

Here is the "result" so far:

http://www.youtube.com/watch?v=w0MCooEvZWM

I've asked on BlenderArtists for some feedback to see if they have any suggestions for solving the lid detection. Then its time to investigate the flying/exploding aspects.

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