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FPSC Classic Product Chat / I cant walk around on entity?? Its just a big box??

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Beastlymaps
15
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Joined: 17th Nov 2010
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Posted: 24th Dec 2011 04:12
Hello everybody! I have a small problem with my entity I'm making.... When you go to walk on it, you cant..I spawn on the highest point of the entity, and I cant walk on it properly. If that doesn't make any sense, then this might help.....I made an mountain range entity that almost covers the full size of the map. I wanted to make it so that you could walk up and down the mountains, but when you spawn....you spawn at the highest point of the mountain range. I dont understand it, every other entity I made doesn't do that....what am I doing wrong? Any help is appreciated! Thank you!

P.S, I posted two pics of what is going on, one is a in-game pic, and the other is a diagram.






-Http://Beastlymaps.webs.com
rolfy
20
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Joined: 23rd Jun 2006
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raymondlee306
16
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Joined: 24th Oct 2009
Location: Ohio
Posted: 24th Dec 2011 04:34
Also, What type of colision did you give it? I would suggest reduced or polygon. I have had some trouble with Google sketch up models (no longer use it).
Beastlymaps
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Posted: 24th Dec 2011 04:36 Edited at: 24th Dec 2011 04:44
@rolfy - ill try static....be right back.


EDIT: I made the object static, but now its not spawning.

-Http://Beastlymaps.webs.com
Beastlymaps
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Posted: 24th Dec 2011 04:47
@raymondlee306 - what is the difference between polygon collision and reduced? I always used polygon...

-Http://Beastlymaps.webs.com
The Zombie Killer
15
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 24th Dec 2011 04:51
@beastlymaps
Send me the model and I'll send a fixed version

email: bennyboy(DOT)private(at)hotmail.com.au

-TZK

My Website
Me on YoYo Games: Zombifier
TheDesertEagle
14
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Joined: 7th Jul 2011
Location: Canada - Who knows where else???
Posted: 24th Dec 2011 05:05
you have 85 fps...i thought FPS was up to 80 only

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
The Zombie Killer
15
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 24th Dec 2011 05:13
@TheDesertEagle

The 1.19 update uncaps the FPS so there is no limit to how high it can go.

-TZK

My Website
Me on YoYo Games: Zombifier
Beastlymaps
15
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Posted: 24th Dec 2011 06:18 Edited at: 24th Dec 2011 06:18
@The Zombie Killer - Im going to host the file here because yahoo is being dumb. But send the fixed version back to me at beastlymaps(at)yahoo.com Thanks again!

-Http://Beastlymaps.webs.com
rolfy
20
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Posted: 24th Dec 2011 06:23
Delete your bin and dbo files for the entity and then drop it into the map ensure it is static in your fpe file before putting it into the map.
Dynamic entity's use box collision by default.

Beastlymaps
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Posted: 24th Dec 2011 07:00
@rolfy - yes, "defaultstatic" is already set to 1. If you want, you can take a look at it. I attached it in an earlier post.

-Http://Beastlymaps.webs.com
rolfy
20
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Joined: 23rd Jun 2006
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Posted: 24th Dec 2011 07:34
I dropped it into FPSC and its 3x3 segments, are you scaling it up?
I tried taking it into MAX but it really doesnt like it, again the scale was 300x300 inches (3 segments), normally I can change it to poly mesh and work on .x from there but this one I cant do anything with. It comes in with flipped normals and refuses to accept any modifiers.
What did you create this in?

The Zombie Killer
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Location: Gold Coast, Australia
Posted: 24th Dec 2011 08:01
@beastlymaps
I fixed the model and sent it.

-TZK

My Website
Me on YoYo Games: Zombifier
Beastlymaps
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Posted: 24th Dec 2011 16:06 Edited at: 24th Dec 2011 16:07
@The Zombie Killer - amazing job Zombie Killer!! It works perfectly now. But I would like to know, how did you fix it?? I would like to know just in case I run into this problem in the future.

P.S - Ill be texturing the model today, and scaling it so that it is the entire size of the map. Then release it on the forums as an early Christmas present. Thanks everyone for your help!!

-Http://Beastlymaps.webs.com
The Zombie Killer
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 25th Dec 2011 09:15
@beastlymaps

1. I reversed the normals on the model (not required but I did it anyway for no apparent reason, I just felt like re-exporting the model in fragmotion as that usually fixes some bugs with collision)

2. I gave it a run through in the "limb finder" included in the latest updates and added the limbs to the fpe file (makes collision on model perfect)

3. Removed unneeded flags from fpe file, such as scale=100, you only need this if you want it bigger or smaller, 100 means normal size.

sorry for the late reply, but I recommend that you re-flip the normals so the model goes back to the way you put it, I have no idea why I even flipped 'em in the first place, I was only supposed to re-export it in FragMotion as an X (directx file)

-TZK

My Website
Me on YoYo Games: Zombifier

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