Product Chat / Unable to walk threw stuff

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TattieBoJangle
10
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Joined: 7th Jan 2014
Location: United Kingdom
Posted: 18th Jan 2014 11:41
Hi guys anyone having the problem with no able to walk threw stuff i had custom grass and some plants that i could walk threw before the update no i cant :/
BioDragonlord
10
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Joined: 17th Dec 2013
Location: Australia
Posted: 18th Jan 2014 11:58
if I remember correctly there is a testing that you need to change

in the entity settings set "immobile" to No to make a item solid

and set it to yes to be able to walk thru

Bring It On

TattieBoJangle
10
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Joined: 7th Jan 2014
Location: United Kingdom
Posted: 18th Jan 2014 12:00
Yea it was already on that but i placed a new item an changed it to immobile and still cant walk threw it :/
BioDragonlord
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Joined: 17th Dec 2013
Location: Australia
Posted: 18th Jan 2014 12:02
hmmm interesting. I am not sure could be a rick or lee question

Bring It On

Defy
17
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Joined: 20th Aug 2007
Location:
Posted: 18th Jan 2014 12:23 Edited at: 18th Jan 2014 12:40
Here's goes...lol



1. Find media in entity bank folder - Example: Tree1



2. Locate these files

tree1.x

tree1.dds

tree1.bmp (image file)

tree1.fpe




3. You do not need to copy the .dbo and .bin files associated.



4. Make a new folder and copy and paste the 4 files above.



5. Next open the .fpe file in notepad and delete the current text

(make sure this is the backup (copied version)



6. And paste as follows below. Please note I renamed files to: treepalmz Edit the Bold areas to your correct entity file names.



----------------------------------------------------------------







;header

desc = Treepalmz



;visualinfo

textured = treepalmz.dds

effect = effectbank\reloaded\entity_basic.fx

castshadow = 0



;orientation

model = treepalmz.x

offx = 0

offy = 0

offz = 0

rotx = 0

roty = 0

rotz = 0

defaultstatic = 1

materialindex = 3

collisionmode = 11



;statistics

strength = 25

explodable = 0

debrisshape = 1



;ai

aiinit = appear.lua

aimain = default.lua

aidestroy = disappear.lua



;spawn

spawnmax = 0

spawndelay = 0

spawnqty = 0





--------------------------------------------------------------



7. Save the new edited .fpe file



8. Place the new folder in your Entity folder.



9. Run FPSCR, place 1 entity and Test



The following will allow entity to be placed in game with speed (current physics run error) and you can walk through the entity as asked above.



Also cast shadow is set to 0, however will still cast shadow in game.

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TattieBoJangle
10
Years of Service
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Joined: 7th Jan 2014
Location: United Kingdom
Posted: 18th Jan 2014 12:38 Edited at: 18th Jan 2014 12:39
Thanks man i just changed collisionmode = 11 and it worked



not sure why i thought it was just 1 or 0 lol
Defy
17
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Joined: 20th Aug 2007
Location:
Posted: 18th Jan 2014 12:43
No problem at all, Happy you found a solution that works for you.



The good thing about the above method it fixes the Test error for selected entitys with speed issue and also uses the new .lua scripts and effectbank.

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LeeBamber
TGC Lead Developer
24
Years of Service
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Joined: 21st Jan 2000
Location: England
Posted: 21st Jan 2014 22:37
The official value for NO COLLISION is 99. 11 may be used in the future so best change to 99

Hogging the awesome since 1999
TattieBoJangle
10
Years of Service
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Joined: 7th Jan 2014
Location: United Kingdom
Posted: 21st Jan 2014 23:36
will do thanks lee

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