TurboHog Posted May 27, 2012 Posted May 27, 2012 This looks promising ;) Will be happy to test it, like everyone here :):music_whistling: 'Frett'
Markindel Posted May 31, 2012 Posted May 31, 2012 A really great job! Congratulations! I hope to soon install.
ED Team Wags Posted May 31, 2012 ED Team Posted May 31, 2012 Will look great with CA :) Youtube: https://www.youtube.com/user/wagmatt Twitch: wagmatt System: https://forums.eagle.ru/showthread.php?p=3729544#post3729544
Cedaway Posted June 1, 2012 Posted June 1, 2012 Great new. Bu, stupid question: what DTAC acronym stands for? Good luck DCS Wish: Turbulences affecting surrounding aircraft... [sIGPIC] [/sIGPIC] Gigabyte GA-Z170-HD3P - Intel Core i5 6600K - 16Gb RAM DDR4-2133 - Gigabyte GeForce GTX 1080 G1 Gaming - 8 Go - 2 x SSD Crucial MX300 - 750 Go RAID0 - Screens: HP OMEN 32'' 2560x1440 + Oculus Rift CV1 - Win 10 - 64bits - TM WARTHOG #889 - Saitek Pro Rudder.
Kuky Posted June 2, 2012 Posted June 2, 2012 I would like to try this out too PC specs: Windows 11 Home | Asus TUF Gaming B850-Plus WiFi | AMD Ryzen 7 9800X3D + LC 360 AIO | MSI RTX 5090 LC 360 AIO | 55" Samsung Odyssey Gen 2 | 64GB PC5-48000 DDR5 | 1TB M2 SSD for OS | 2TB M2 SSD for DCS | NZXT C1000 Gold ATX 3.1 1000W | TM Cougar Throttle, Floor Mounted MongoosT-50 Grip on TM Cougar board, MFG Crosswind, Track IR
SmokeyTheLung Posted June 3, 2012 Posted June 3, 2012 Likewise :) System specifications: Computer, joystick, DCS world, Beer
rockwelder Posted June 5, 2012 Author Posted June 5, 2012 Question: How does one get collision working in game...I am attempting to get collide-able trees. I have the type="collision_shell" set in object properties right but the planes fly right through...
Mustang Posted June 5, 2012 Posted June 5, 2012 Have you tried TreesTable.sht file in \Eagle Dynamics\DCS World\Bazar folder? Check line 12 "collidable = false;"
Nate--IRL-- Posted June 5, 2012 Posted June 5, 2012 Also wouldn't a collision model be required for all of the tree models? Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Mustang Posted June 5, 2012 Posted June 5, 2012 Yes you're right Nate, just had a quick test and it doesn't work, should of known it couldn't be as simple as switching a command from false to true :P
Nate--IRL-- Posted June 5, 2012 Posted June 5, 2012 Try copying and renaming the exiting model with a "collision" appended to the name? Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Executioner Posted June 5, 2012 Posted June 5, 2012 Try copying and renaming the exiting model with a "collision" appended to the name? Nate Might this also be a problem ? A3: To correct collision: Collision detection is no longer done by using a combination of a bounding box and non-renderable mesh. To create a collision model, Make a mesh that represents the basic shape of your model. In the "User Defined" tab of the mesh's properties, enter: TYPE = "collision_shell";. Possibly need a surface/mesh property change within the model itself. Martin...
Nate--IRL-- Posted June 5, 2012 Posted June 5, 2012 Might this also be a problem ? Possibly need a surface/mesh property change within the model itself. Martin... Very possibly, I have little idea of what is actually required. Note:- Collide-able trees could very well break CA if units can't route around them. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
ALDEGA Posted June 5, 2012 Posted June 5, 2012 Note:- Collide-able trees could very well break CA if units can't route around them.Can't AI units already do this for existing collidable objects?
SmokeyTheLung Posted June 5, 2012 Posted June 5, 2012 Can't AI units already do this for existing collidable objects? ...they can to some extent. If you try placing ground units (with off-road waypoints) in the vicinity of a town/city they tend to get very confused System specifications: Computer, joystick, DCS world, Beer
rockwelder Posted June 5, 2012 Author Posted June 5, 2012 I followed luckybob's guide...I tried renaming the file and puting in shapes folder and exported the file to shapes as well, but no go... Collision can be designed to allow vehicles to operate as normal but be leathal to aircraft and helecopters...I want to get this working so as to fully test my theory... I have an idea:)
aaron886 Posted June 5, 2012 Posted June 5, 2012 Never saw this before... nice looking ground vegetation! Hope to see your work in the new terrain engine.
ALDEGA Posted June 5, 2012 Posted June 5, 2012 I followed luckybob's guide...I tried renaming the file and puting in shapes folder and exported the file to shapes as well, but no go...Luckybob's description matches the most recent info in ED's Wiki: http://en.wiki.eagle.ru/w/images/7/7b/EDM_Buildings.doc (document is in Russian) The model of collisions in the same scene as the object itself. Although it is possible to create a model of collisions in another file, but for building the technology is not necessary. To model the collision, you must specify the parameters that differ from the rest of the geometry. This is done in an elementary way: right-click to go to the properties of an object Properties and the tab is written string User Definied TYPE = "collision_shell". Now this geometric object is drawn, and will be responsible only for the collision. Moreover, at the end of the document it mentions "effects" For the effects of structures are available wet surfaces, puddles on the roof, snowing.To apply these effects to create a set of textures which contain the alpha channel ...Interesting ...
104th_Cobra Posted June 5, 2012 Posted June 5, 2012 I'm curious about this project. This aspect is as important for immersion as to have the systems realistically modeled. If the vegetation and structures become opaque for various sensors and gain a collision model, it will be a milestone. I'm not a lot into graphic rendering, but does the current engine or will EDGE have the capability to use particles systems? Doesn't particle systems manage "more easily" fuzzy systems of various vegetation objects... at least the understorey layer or forest floor, leaving the canopy for collision model? 104th Cobra [sIGPIC][/sIGPIC]
rockwelder Posted June 5, 2012 Author Posted June 5, 2012 Luckybob's description matches the most recent info in ED's Wiki: http://en.wiki.eagle.ru/w/images/7/7b/EDM_Buildings.doc (document is in Russian) To me this lends to the idea that the collision geometry is contained in the model file itself? example: a box with the type= "collision_shell" parameter placed inside the actual model to be rendered? I tried this, and it worked to block AI spotting each other, but Aircraft would not crash into it and ground units simply drove through it...
ALDEGA Posted June 5, 2012 Posted June 5, 2012 (edited) example: a box with the type= "collision_shell" parameter placed inside the actual model to be rendered?That's how I understood it. Did you also set collidable = true; in TreesTable.sht and ForestTable.sht? Edited June 5, 2012 by ALDEGA
rockwelder Posted June 5, 2012 Author Posted June 5, 2012 That's how I understood it. Did you also set collidable = true; in TreesTable.sht and ForestTable.sht? Ok just did that... looks like the units are driving around the collision box...good! Now to see if I can adjust it...
ALDEGA Posted June 5, 2012 Posted June 5, 2012 Note: it seems that collidable = true also has some effect with the default tree models. In my test mission, the AI cannot find a path around a forest with collidable = true ...
rockwelder Posted June 5, 2012 Author Posted June 5, 2012 Note: it seems that collidable = true also has some effect with the default tree models. In my test mission, the AI cannot find a path around a forest with collidable = true ... I have helicopters crashing into my collision box...tanks go around but fire through..hmmm
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