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collision-geometry help
Posted: Mon Mar 14, 2005 6:55 pm
by x13igDudex12
see...i made a jet out of a pelican and I tried to make the collision geomery i couldn't find the pelican.physics tag becuase IT DOESNT HAVE ONE!....so i just used the regular markers from teh gearbox odel. But now I have thi error:
Code: Select all
C:\Program Files\Microsoft Games\Halo Custom Edition>tool collision-geometry veh
icles\airplane
Couldn't read map file './toolbeta.map'
### airplane_collision.JMS
### WARNING found #5 degenerate triangles.
EAX: 0x00203000
EBX: 0x001EEA01
ECX: 0x02020048
EDX: 0x0023DDC8
EDI: 0x0012F4F8
ESI: 0x00000000
EBP: 0x0012F3D0
ESP: 0x0012F3C0
EIP: 0x7C90EB94, C3 8D A4 24 ?????
EXCEPTION halt in .\import_collision_bsp\build_collision_geometry.c,#944: !realp
oint3dcmp(point1, point2)
C:\Program Files\Microsoft Games\Halo Custom Edition>
and I want to fix it....thanks
Posted: Tue Mar 15, 2005 6:41 am
by __Blaz0__
Well first of all you have some bad edges. Cause by turned verts or simply bad faces. Also make sure you make a material named collision-geometry and apply that to the object. Also, I'm not sure if it exports a *wrl file for you like it does when building a structure, but I would look for that because it will show you where your problem is. Import the *.wrl file into MAX and uncheck all of the boxes that come up. Find the objects and i suggest deleting the faces anbd re-creating new ones. I hope this helps a bit.
__Blaz0__
Posted: Tue Mar 15, 2005 7:55 am
by Ermac
in relation to your physics issue, try duplicating the banshee physics file since that does work for multiplayer. It would take some tinkering, but you could at least use that as a base for your physics.
Posted: Tue Mar 15, 2005 9:39 am
by __Blaz0__
also.. you do not need markers for the collision.. only the frame
Collision isn't that bad. You just have some errors keeping it from exporting properly that's all. Just part of the porcess. Only reason it's not showning up in the acutal vehi model is because its not lookd for a sealed volume.
__Blaz0__
Posted: Tue Mar 15, 2005 12:11 pm
by x13igDudex12
yea, thanks, UIm changing y markers from a pelican to a banshee....I just wanted to do a human flying vehicle so I can i have the human type markers......not like the weird lights that coe out the wings of the banshee and stuff like that...but Il see if I can change it...and vehicles dont export a WRL...checked a looong time ago.....lol.......canI ask one more question though?.......My jet has a canopy....The glass roof thingy...and I want to to open and close on ahinge when ever I want to get in or out. Anybody know how to set that up or whre to put the animation_graph file? THANKS!
EDIT: im looking at the banshee.physics file and the markers have two of each.....like the front marker has two......so i have two front markers....should I use the bth or just uno of them
Posted: Tue Mar 15, 2005 4:10 pm
by Ermac
If your files have unneeded markers you can always put them in a spot where they are not visible or you can delete them, but that would require making changes to model files and stuff in Guerilla.
For starters I'd say just position both markers in the same place for basics. See if that works first, you can always delete the unneeded one later.
Posted: Tue Mar 15, 2005 4:29 pm
by x13igDudex12
ok....everything is perfect.....the aniation is on the gbx odel is made and the physics is created....but i would like to know where to put the aniation if I wanted it to only animate at the tie when I get in or out of the vehicle.......but now i have this problem:.......
Code: Select all
### airplane_collision.JMS
### WARNING found #5 degenerate triangles.
### airplane_physics.JMS
### WARNING found #5 degenerate triangles.
EAX: 0x001F17F0
EBX: 0x001F8801
ECX: 0x001F17F0
EDX: 0x00000381
EDI: 0x0012F4F8
ESI: 0x00000000
EBP: 0x0012F3D0
ESP: 0x0012F3C0
EIP: 0x7C90EB94, C3 8D A4 24 ?????
EXCEPTION halt in .\import_collision_bsp\build_collision_geometry.c,#944: !realp
oint3dcmp(point1, point2)
i think its the same as last time and il get a pic so you guys can help....lol
Posted: Tue Mar 15, 2005 8:47 pm
by __Blaz0__
Oh also with that degenerate triangle thing, you might want to try even the STL modifier inside MAX. It might help for you. I suggest making a new sub-material as you can have it change the material of the problem areas making it easier for you to troubleshoot..
__Blaz0__
Posted: Wed Mar 16, 2005 6:43 am
by an emu
ya just in case u dont know degenerate triangles are like when u have a box with another box in it so the triangles in the inner box are useless and cause weird errors
Posted: Wed Mar 16, 2005 10:08 am
by x13igDudex12
ok....i got the collision geometry to work but it was the physics....i know i did this wrong but it worked....for the physics (with all the new nodes from mass point) I kept the nodes but deleated my model? i probably did this wrong so correct me please
Posted: Wed Mar 16, 2005 2:53 pm
by SunnySharma
He has two files (.jms) in the same physics folder.
Posted: Wed Mar 16, 2005 4:00 pm
by x13igDudex12
well arent I supposed to put my collision in the phtysics folder to? along with the physics>?
Posted: Wed Mar 16, 2005 5:09 pm
by an emu
they are the same models
Posted: Wed Mar 16, 2005 5:14 pm
by x13igDudex12
ok....sunny told me.....but i now i have a question not about collision......
how do you set up a sky in the data? do you need the gearbox models and stuff liek that? thanks