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:
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.
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.
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.
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
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.
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:.......
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..
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
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
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