Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: shane ward on February 24, 2009, 03:57:26 PM

Title: Building Collision problem
Post by: shane ward on February 24, 2009, 03:57:26 PM
I have a building that has me completely stumped.

This building did work, but now it will not, The Collision on the building will not work no matter what I do, and I am at a loss to explane it, I am hoping that someone can help. I checked the model, Added a Collision box (Which I did not have to first time around) and redone the model 6 times, with the same result,

I do not want the player to walk trough the walls.... it is a room ;)

I have uploaded the file for all to see...

Hope someone has an answer and able to help me fix this annoying problem... It has affected another similar building...

Shane
Title: Re: Building Collision problem
Post by: shane ward on February 24, 2009, 04:38:04 PM
OK, I think I have licked this, but with a small side effect, the building is sank into the terrain a little, but easily
overcome by adding 2 to the height in the editor,

But here is a little challenge, Why is building one, not working, and building 2 working? The odf are the same and the
xsi files are almost the same too...

Building 1 http://www.bzscrap.com/~shanesmods/files/dkpbl00.zip
Building 2 http://www.bzscrap.com/~shanesmods/files/dkpbl00a.zip

I just don't understand it : (

Shane
Title: Re: Building Collision problem
Post by: Nielk1 on February 24, 2009, 04:42:15 PM
do you have a terrain__h?

Is the pivot of your terrain__h where u want the old ground to be. (ie if it is high the thing will sink when made).
Title: Re: Building Collision problem
Post by: shane ward on February 24, 2009, 04:57:05 PM
The game is using the pivot of the building which I exidently set to center, so thats what is making the building sink, But I can overcome that in the bzeditor...
Title: Re: Building Collision problem
Post by: shane ward on February 24, 2009, 11:32:36 PM
I think I have narrowed it down to something to do with geometryScale and ownsTerrain. If geometryScale is set to in plane numbers like 1,2,3,4,5,6,7 then it will work OK, But if I use didgets like 1.5, 2.5 and so on, the building will become uncolideable...

Might help.... Not sure
Shane
Title: Re: Building Collision problem
Post by: Nielk1 on February 25, 2009, 12:10:36 AM
You really should never be scaling buildings (except for whole numbers in rare cases).
Title: Re: Building Collision problem
Post by: Avatar on February 25, 2009, 01:04:40 AM
Be careful about how the building fits on a terrain square(s), making sure it fits entirely within however many squares you want it to 'own'.

Nothing can collide without 'owning' terrain, so if a wall extends past the edge of a terrain square it'll quit colliding...  causes very wonky walls...

-Av-