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King Mango
06-28-2004, 01:51 PM
I've got my meshes in place, and it all looked good, players collided, projectiles collided, then I got in a manta and flew straight through them.... :(

I can't figure out why. I refreshed Karma Prims compared my mesh properties to other meshes but alas, no luck.

Aquablue
06-28-2004, 03:47 PM
Did you set 'UseSimpleKarmaCollision' to false in the mesh properties?

SuperApe
06-28-2004, 04:50 PM
I've got my meshes in place, and it all looked good, players collided, projectiles collided, then I got in a manta and flew straight through them.... :(

I can't figure out why. I refreshed Karma Prims compared my mesh properties to other meshes but alas, no luck.
Collision problems. Right on time, Mango. ;)

Here's the deal as far as I know, and remember we've re-entered Ued territory, so I'm not as 1337 here. But, based on past experience and tales I've heard told, basic mesh collision happens on a per vertex basis. The subvision lines are a quick indicator of how "filled in" your model is. If you look at the mesh in "rmode 1", and you can see big gaps between your polygonal subdivisions, you've probably got weak default collision; you'll probably be able to drive through it in a Manta.

Two different ways to fix this would be to add subvisions to your model (increasing file size, complexity, messing up texture maps, all-around bad idea at this stage), or you can forget the mesh's collision althogether and set up your own, either via blocking volumes or by applying a custom collision object.

If your model was simple enough or small enough, you could switch to the super simple karma collision shapes (KDOP-6, 10, etc.), but unless you want to chop your pipes into simple cylinder shapes and reconstruct it in Ued, maybe that's not that fastest route.

Example: The center structure in ONS-MudSling][ had the same crappy collision problem with Mantas, even worse when scaled up. So, I gave it up and placed simple blocking volumes.

My $0.02

King Mango
06-28-2004, 05:45 PM
Setting usesimple to false worked.

But for some reason, I've checekd my map and I ahve about 30-50,000 mesh polys, which is about avg compared to say Ascendancy. (typically 30-50,000) But I'm only getting 18 frames at the fifty thousand views compared to 28 on Nathilien's map.

The really big problem here is, is that I need to add about ten thousand more polys in that area. lol (which is still confusing cause in the base on Ascendancy I can find views of 70,000 and not even stutter. I have about two hundred more particles floating around than he does, but that should not be enough to cause lag. (250 particles total at most floating around)

So back to maya, I will reduce my complex support models to one quarter the polys (the "T" joint has 1088) and see what happens.

This should create some frames eh?

bKCollisionHalfRes did jack **** for performance.

King Mango
06-28-2004, 08:26 PM
Alrighty, I settled on fifty per cent reduction in polys for collision. Only problem is how do I use the new model as a collision?

UDN only goes into ASE for collision. They also say it needs to be convex or multiple convex objects. Why? How come I can't just make a simpler version of my mesh and use that?

King Mango
06-29-2004, 11:41 AM
oh yeah, I forgot to add that for some reason I can't save convert that to brush. Never had a problem with that before. But for some reason this one just won't do it.

Spiff
06-29-2004, 11:47 AM
Blocking volume. Problem solved