help: model with a hole - collision not working

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mrwaveydavey

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hiya, I am making a massive funnel shaped object.

Problem is, the collision isn't working. It's as if its making its own convex mesh around it. Nothing will pass through the funnel.

I have tried using a seperate collision model too. That seems to be compiling and working (as I have tried using another shaped mesh) but the funnel is still filled in.

I have $concave in the .qc file (tried it without it too - same result!?).

I have tried slicing the funnel in half so there is no hole (so i end up with 2 troughs mirrored). same result. filled in funnel.

I can't think of anything else to try and googling hasn't brought much up either.

anyone have any ideas? many thanks

My files are attached. The collision mesh is the funnel chopped in half - i was testing to see if it actually using the seperate mesh.
 

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You have to break the collision model down into many pieces. Instead of a solid funnel, it must be broken into many convex pieces. What 3D modelling software are you using? In 3dsmax, you do it by selecting the faces and then detaching them or applying a different smoothing group to each piece (I think). You can reattach them as long as you don't weld the vertices. The most important part is the smoothing groups though. By default you're allowed to use 16 pieces per model but you can override this if needed. if you still don't understand I can draw a diagram that might help.
 
Aaah, i see. I kinda thought this after posting after seeing something, but i did it in a kinda lathed strips format (thought it was the 'hole' causing the prob). thinking about it now, it was still concave.

I guess any two adjacent faces on my funnel will be concave!?
lol, trust me to pick a funnel as my first model...

just gonna give it a try, i'll let you know.
 
Cheers for the pointers... 16 objects is definately the limit by the look of it. Anything over this gives odd results.
I've changed the shape of my funnel. It was trumpet shaped, curved edges, but this would mean heaps of meshes for collision, and a lower poly one wasnt working cause of the curved surface i had.
So, ive made a simple straight edged funnel. Basically a tapered cylinder. This seems to be alot better, and i can use 16 blocks to make up the edges. I then made the spout bit seperate. All working nicely now. hurray!

From my many hours of messing around, here is my procedure that is now working a treat:

  • build something
  • reset xform
  • align pivot points to world
  • place the object so its centre is the same as max's world centre
  • apply UVW mapping and texture (using the vtf as the map, naming 01 - Default, 02 - Default etc)
  • build the collision mesh (limiting to 16 parts)
  • reset xform, align the pivots as before and position accordingly
  • apply edit mesh over all parts then select all polys
  • 'clear all' on smooth groups
  • assign smooth group 1
  • assign a material
  • hide layer not needed, then export.

How can I increase the collision limit? is it wise to do this too or shall i just make it in parts and assemble it in game?
 
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