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Problem with collision box.


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Hello everybody !

I try to modding an airfield (object) in dcs, but i have problem with collision of my 3d object...

I have assigned This properties TYPE="renderable|collision_shell";

but When I am less than 2m from the ground, i have my screen which froze and my game bug

...

 

Do you have an idea??

 

this is my .lua

mount_vfs_model_path (current_mod_path.."/Shapes/");

mount_vfs_texture_path (current_mod_path.."/Textures/");

 

 

GT = {};

GT_t.ws = 0;

set_recursive_metatable(GT, GT_t.generic_stationary)

set_recursive_metatable(GT.chassis, GT_t.CH_t.STATIC);

GT.chassis.life = 5000

 

GT.visual.shape = "MapVFA20x20";

GT.visual.shape_dstr = "MapVFA20x20";

 

--Burning after hit

GT.visual.fire_size = 0; --relative burning size

GT.visual.fire_pos = {0,0,0};

GT.visual.fire_time = 0; --burning time (seconds)

GT.time_agony = 1;

 

 

--Name Stuff

GT.Name = "MapVFA20x20";

GT.DisplayName = _("MapVFA20x20");

GT.Rate = 1;

 

 

 

GT.DetectionRange = 0;

GT.ThreatRange = 0;

GT.mapclasskey = "P0091000076";

GT.attribute = {wsType_Ground,wsType_Tank,wsType_Gun,wsType_Gener icFort,

"Fortifications",

};

GT.category = "Fortification";

 

add_surface_unit(GT)

 

Regards.

 

PS: yesterday i posted this message in other bad category you can delete it thumbup.gif

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Hello everybody !

I try to modding an airfield (object) in dcs, but i have problem with collision of my 3d object...

I have assigned This properties TYPE="renderable|collision_shell";

but When I am less than 2m from the ground, i have my screen which froze and my game bug

...

 

Do you have an idea??

 

this is my .lua

mount_vfs_model_path (current_mod_path.."/Shapes/");

mount_vfs_texture_path (current_mod_path.."/Textures/");

 

 

GT = {};

GT_t.ws = 0;

set_recursive_metatable(GT, GT_t.generic_stationary)

set_recursive_metatable(GT.chassis, GT_t.CH_t.STATIC);

GT.chassis.life = 5000

 

GT.visual.shape = "MapVFA20x20";

GT.visual.shape_dstr = "MapVFA20x20";

 

--Burning after hit

GT.visual.fire_size = 0; --relative burning size

GT.visual.fire_pos = {0,0,0};

GT.visual.fire_time = 0; --burning time (seconds)

GT.time_agony = 1;

 

 

--Name Stuff

GT.Name = "MapVFA20x20";

GT.DisplayName = _("MapVFA20x20");

GT.Rate = 1;

 

 

 

GT.DetectionRange = 0;

GT.ThreatRange = 0;

GT.mapclasskey = "P0091000076";

GT.attribute = {wsType_Ground,wsType_Tank,wsType_Gun,wsType_Gener icFort,

"Fortifications",

};

GT.category = "Fortification";

 

add_surface_unit(GT)

 

Regards.

 

PS: yesterday i posted this message in other bad category you can delete it thumbup.gif

 

TYPE="renderable|collision_shell" It does not always work properly, especially if you have a complex object. Try to simply clone your object and assign it TYPE="collision_shell", but for the original USER DEFINES is blank.

 

PS Google translator

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Shouldn't..

GT.DetectionRange = 0;
GT.ThreatRange = 0;
GT.mapclasskey = "P0091000076";
GT.attribute = {wsType_Ground,wsType_Tank,wsType_Gun,[b][u]wsType_Gener icFort,[/u][/b]
"Fortifications",
};
GT.category = "Fortification";

 

Double check this bit >> wsType_Gener icFort <<

 

Or

GT.visual.shape = "MapVFA20x20";
GT.visual.shape_dstr = "MapVFA20x20";

 

Are they the same model? Might be that.

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

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Hey thank's for your awnser but when i clone my object and i assign it i don't have a change...

You think it's about number of polys ?

 

Maybe the number of polygons. Test your collisoin model for the closure of vertices and edges. The simpler the better collisoin model. Can you show me your model in 3DS max?

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Shouldn't..

GT.DetectionRange = 0;
GT.ThreatRange = 0;
GT.mapclasskey = "P0091000076";
GT.attribute = {wsType_Ground,wsType_Tank,wsType_Gun,[b][u]wsType_Gener icFort,[/u][/b]
"Fortifications",
};
GT.category = "Fortification";

 

Double check this bit >> wsType_Gener icFort <<

 

Or

GT.visual.shape = "MapVFA20x20";
GT.visual.shape_dstr = "MapVFA20x20";

 

Are they the same model? Might be that.

 

GT.visual.shape_dstr = "MapVFA20x20" - Only responsible for displaying the model destroyed, and nothing more, though it may have its own Colosseum.

In this case, it turns out that visually "destroyed" model is no different from the original. Either the author has decided that this object is indestructible or simply do not understand what this means, or it is just a test version and destroyed the object is not yet modeled. In general it is not an error

PS Google translate

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Ok, my model is a map 20km*20km (with relief) http://img4.hostingpics.net/pics/272136ferte.png

 

GT.visual.shape_dstr = "MapVFA20x20"; Because i want my map indestructible

 

In this case, only I recommend to recheck welded vertices. And be sure your card edges must somehow be based on the ground. As an example, look at my object, it is true of course small, but look at the collision model https://yadi.sk/d/_0kHD5kA37RN2K

 

PS Google translate

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