Product Chat / /no/ Collision @stock box

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GubbyBlips
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Joined: 14th Jan 2019
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Posted: 9th Feb 2020 06:18
So I made a few stacks of boxes (all one box type)
and sometimes the player will collide with the boxes (and sometimes not)
actually usually not. I never stacked up a bunch of boxes before much,
so I don't know if anyone else can pinpoint this anomaly?

All the setting are the same on the box, I don't know the collision shape,
but the box is >Boxes / 'wooden crate Reskin B'.
Is Immobile = yes
Physics on = yes
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Avenging Eagle
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Location: UK
Posted: 9th Feb 2020 14:30
Are you saying you made a stack of boxes as one model and imported it as a single entity? Or are you stacking lots of one entity within Game Guru to make the stack?

What does the collisionmode in the fpe say? Here are what the collision modes are (courtesy of T-Bone):

0 = box shape (default)
1 = polygon shape
2 = sphere
3 = cylinder
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)

AE
OldFlak
GameGuru TGC Backer
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Joined: 27th Jan 2015
Location: Tasmania Australia
Posted: 9th Feb 2020 21:10
Yeah, put a whole bunch down singles and stacked and they all work fine here.

I Checked the FPE Settings for the crate, should work out of the box (lol)
- Collision is set to 0, which is correct for a box.
- Material index is 2 which is Metal, should be 3 for wood, but given that they explode is irrelevant

Textures need some tweeaking - super shiny for me. Looks like they just had a bucket of lacquer pored over them
Explosion is pretty cool but not all that realistic tbo.

OldFlak....
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GubbyBlips
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Posted: 9th Feb 2020 22:44
Okay, thanks. Must be something strange on my end. I walk right through
them most of the time, and have to find just a perfect spot to get collision.

BTW I noticed many of the PBR in GG now has that lacquer look. I wonder
when or how that project will be complete?
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Wolf
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 12th Feb 2020 21:31
Quote: "BTW I noticed many of the PBR in GG now has that lacquer look"


Thats due to the wrong material index being assigned, nothing wrong with GG here. Open the setup.ini and check what number is set to material index. here is the list:

0 = GenericSoft
1 = Stone
2 = Metal
3 = Wood
4 = Glass
5 = Liquid Splashy Wet
6 = Cloth / Flesh / Soft Absorbant (blood effect)
7 = Hollow Drum Metal
8 = Small High Pitch Tin
9 = Small Low Pitch Tin
10 = Silly Material
11 = Marble
12 = Cobble
13 = Gravel
14 = Soft Metal
15 = Old Stone
16 = Old Wood
17 = Shallow Water
18 = Underwater

You will notice that a lot of classics models are set to "glass" for some reason. Easy fix.
DVader
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Posted: 13th Feb 2020 16:11
I always thought the material just affected it's sound properties?
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Wolf
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Posted: 13th Feb 2020 17:39
@DVader: used to be, but since the PBR update it assigns the way the engine interprets how to render it. Its quite neat actually and lets you save on shader maps.
Teabone
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Posted: 13th Feb 2020 17:49 Edited at: 13th Feb 2020 17:52
Material index affects PBR visuals, impact sounds and also debris decal emission.
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DVader
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Posted: 14th Feb 2020 16:43
Ah, not been following GG like I used to. These changes passed me by. Sounds a cool addition Never attempted making PBR stuff as Mindtex only supports DNS. Saw a cool looking utility since though that does, so might have another look.
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synchromesh
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Posted: 14th Feb 2020 17:27
Quote: "Mindtex only supports DNS"

Mindtex 2 does … I just seemed to get that free when they stopped Mindtex ..
Check your library ?
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benjiboy
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Posted: 14th Feb 2020 19:15 Edited at: 14th Feb 2020 19:17
@Wolf
Quote: "Thats due to the wrong material index being assigned,"

I noticed the other day that even the desert terrain texture ends up looking like glass unless I wind Sun down to zilch. Now I do not think that is down to materialindex, but while I'm on the subject . . .

The shortcut misuse of Materialindex for 3 different purposes is something that really needs to be undone.

It's not neat. Like every other quick fix it just introduces other problems.

Materialsound
Specularity
Emissiontype

are what is needed.
You can't teach an old dog.
benjiboy
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Posted: 15th Feb 2020 09:13
Drat. I am having trouble recreating the glossy terrain now. When (if) I do, I'll post the details.
You can't teach an old dog.
Belidos
3D Media Maker
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Posted: 15th Feb 2020 22:54 Edited at: 15th Feb 2020 22:54
The reason for glossy terrain is because a specular map hasn't been used and it's using a default, with terrain textures it doesn't have a separate specular map, you have to add it to the alpha channel of the diffuse texture. Some of the older terrain textures from the old 4 texture system didn't get updated so are missing the specular channel.

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benjiboy
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Posted: 16th Feb 2020 11:57
Ah. Thanks Belidos. I don't suppose there's a list somewhere is there, or a way to identify which ones to avoid?
You can't teach an old dog.

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