Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: shane ward on August 17, 2008, 12:01:24 AM

Title: Building needs collision Box
Post by: shane ward on August 17, 2008, 12:01:24 AM
Hi all,

I have a intresting building I spent hours cleaning up and making it work, But the problem is that the pilot does not go correctly into the building and the collision seems to be all wrong,

I am asking if anyone has the time, that they can build a basic collision box around and in the model to allow the player to rome around.

If you are intrested then You are welcome to E-mail me or PM and I can send you the file.

Thought this might give someone something intresting and simple to do :D Because I am nice ;)

Many thanks
Shane
Title: Re: Building needs collision Box
Post by: General BlackDragon on August 17, 2008, 01:46:07 AM
if it doesnt have any animation, id just remove collision frame and let game make collision.
Title: Re: Building needs collision Box
Post by: TheJamsh on August 17, 2008, 01:25:44 PM
so long as it has a terrain_h frame. if not delete the collision frame, and use ownsTerrain = 1 in the ODF

if you dont have the terrain_h frame, then true collisions are not supported
Title: Re: Building needs collision Box
Post by: shane ward on August 17, 2008, 01:27:09 PM
The problem is that the object is very detailed room and the game gets a little, Overwhelmed in calculating things, Like the player can drop through the roof at a point and also, part of the back of the building is passible when it is not supposed to be.

Shane
Title: Re: Building needs collision Box
Post by: Warfreak on August 17, 2008, 03:34:54 PM
Throw 'er over, Ill see what i can do (also, your walker is still bunny hopping.  :lol:)
Title: Re: Building needs collision Box
Post by: shane ward on August 17, 2008, 03:47:28 PM
LOL, The building should be easy, I'll send you info ;)
Title: Re: Building needs collision Box
Post by: Warfreak on August 20, 2008, 02:10:34 PM
That is no easy feat........ THAT THING IS HUGE!!!! (where did yo uget it,  :lol:)

Well, the easier part will be the outside.... from there, i need to go into a bit more detail....... so expect a polycount that bz2 cant handle..... (surprised it can handle 3000)
Title: Re: Building needs collision Box
Post by: shane ward on August 20, 2008, 04:49:32 PM
I did write a long post explaining it all, but when I was about to post it, my comp crashed and I lost it all. Soo annoyed now... Here are a few things.

The inside of the building does not need to be too complex, the building is manly a control room with a holographic projector in the middle. The room is manly used for game cam scenes and the player can go in. The room also have computers and people in it also.

I am wondering if the poly count can be reduced or the faces outside of the building and the sides can be reduced to one, it does look a little unnecessary the number of faces used. It does take a little time to load.

Anyway, do what you can ;)
Thanks