Product Chat / Animated article

Author
Message
GubbyBlips
5
Years of Service
User Offline
Joined: 14th Jan 2019
Location:
Posted: 25th Nov 2019 23:43
An animated object that came from the store disappears after the
animations run. I verified it still exists on the map, in fact it will animate again
(becoming visible) but will also disappear again once animations stop.

Any ideas? .fpe? settings? quick fix?
BTW where to usually find these fpe files for store items?
PM
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 26th Nov 2019 01:08 Edited at: 26th Nov 2019 01:08
Try setting the Occlusion slider to 0 in the " Tab " function in test game.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
GubbyBlips
5
Years of Service
User Offline
Joined: 14th Jan 2019
Location:
Posted: 26th Nov 2019 15:58
Thanks synchromesh. That did the trick of fixing it from disappearing!
Is that a .fpe setting? So now for some reason it has no collision, and it
functions as a door.
Tried to Destroy(e), Spawn(e) after animations. I thought this would reset it and
start from scratch, but it does not come back for some reason. Any more ideas
on that? I will look into the animations to see if something pops out.
PM
smallg
Community Leader
18
Years of Service
User Offline
Joined: 8th Dec 2005
Location:
Posted: 26th Nov 2019 18:59
i think they're
notanoccluder = 0/1
notanoccludee = 0/1
you could also try removing a few of the animation frames from the end in the fpe too - it usually happens when the object has 2 meshes and one goes behind the other (like a door closing behind another door or it's own frame)
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Avenging Eagle
19
Years of Service
User Offline
Joined: 2nd Oct 2005
Location: UK
Posted: 26th Nov 2019 22:34 Edited at: 26th Nov 2019 22:35
This happened to me before when I miscounted the number of frames of animation in an object I made. You'd think it was simple but fragmotion always starts at frame 1 whereas GG starts at frame 0. So an object with animations up to frame 100 in Fragmotion will in fact only have animations up to frame 99 in GG. Try subtracting 1 from the frame number of the final animation in the fpe.

For example, if it says:

anim2 = 50,100

Try:

anim2 = 49,99

AE
GubbyBlips
5
Years of Service
User Offline
Joined: 14th Jan 2019
Location:
Posted: 27th Nov 2019 04:22
Thanks for the help, kind people. That fixed the disappearing.
Anyone know about the setting for collisionmode ?--
collisionmode = 3

Still, only a small part in the middle retains collision, while
the edges have no collision-- strange hu?
PM
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 27th Nov 2019 06:22 Edited at: 27th Nov 2019 06:24
Collisionmode

0 = box
1 = polygon
11 = none

There's loads of others, but they're the main ones. The rest are different shapes, i think theres spheres capsules and convex too.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Primary Laptop:
i5, NV1050 4GB, 8GB memory, 1x 1TB HDD, Win10.

Secondary Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 27th Nov 2019 07:53 Edited at: 27th Nov 2019 09:44
Here you go, here's the list ...


// collisionmode:
// 0 ; box shape (default)
// 1 ; polygon shape
// 2 ; sphere shape
// 3 ; cylinder shape
// 9 ; convex hull reduction shape
// 11 ; no physics
// 12 ; no physics but can still be detected with IntersectAll command
// 21 ; player repel feature (for characters and other beasts/zombies)
// 40 ; collision boxes (defined in Import Model feature)
// 41-49 ; reserved (collision polylist, sphere list, cylinder list)
// 50 ; generate obstacle and cylinder from 1/64th up from base of model
// 51 ; generate obstacle and cylinder from 1/32th down from base of model
// 52 ; generate obstacle and cylinder from 8/16th up from base of model
// 53 ; generate obstacle and cylinder from 7/16th up from base of model
// 54 ; generate obstacle and cylinder from 6/16th up from base of model
// 55 ; generate obstacle and cylinder from 5/16th up from base of model
// 56 ; generate obstacle and cylinder from 4/16th up from base of model
// 57 ; generate obstacle and cylinder from 3/16th up from base of model
// 58 ; generate obstacle and cylinder from 2/16th up from base of model
// 59 ; generate obstacle and cylinder from 1/16th up from base of model
// 1000-2000 ; only one limb has collision Box Shape (1000=limb zero,1001=limb one,etc)
// 2000-3000 ; only one limb has collision Polygons Shape (2000=limb zero,2001=limb one,etc)



collisionmode = 3 is cylinder collision, so yeah if your model isn't a rough cylinder then you won't get collision on some edges and corners.

(this info is also available in a text file n your documents folder)

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Primary Laptop:
i5, NV1050 4GB, 8GB memory, 1x 1TB HDD, Win10.

Secondary Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
GubbyBlips
5
Years of Service
User Offline
Joined: 14th Jan 2019
Location:
Posted: 27th Nov 2019 17:23
Much help. Much thanks.
PM
AmenMoses
GameGuru Master
8
Years of Service
User Offline
Joined: 20th Feb 2016
Location: Portsmouth, England
Posted: 27th Nov 2019 23:01
For cylinder collision mode the centre of the cylinder is the Y axis, so like a tree trunk or barrel for example.
Been there, done that, got all the T-Shirts!
PM

Login to post a reply

Server time is: 2024-10-07 00:28:56
Your offset time is: 2024-10-07 00:28:56