Collision mesh?
by Brad Kelley · in Artist Corner · 01/13/2006 (3:35 pm) · 15 replies
Getting trees from milkshape into TGE was easy enough. Anyone know why players can just walk thru the models? I have tried everything from renaming the meshes and changing LOD info. No matter what i do the mesh has no collision. I am using the new dts exporter too. Guess I'm just missing something. Prolly something obvious.
About the author
EX Military, game developer and Pilot.
#2
01/15/2006 (9:19 am)
Col-1 to be precise.
#3
01/15/2006 (1:59 pm)
Err... no such mesh. Guess i need to make one. Shows what I know about modeling. I actually used a tree maker program to construct my trees. Then I used milkshape to convert them to .dts. Anyway thanks, I'll try adding a col-1 mesh myself.
#4
01/15/2006 (3:54 pm)
I have tried adding a mesh around my tree and named it col-1... even tried naming it col-1 in the dts plus exporter. No luck. I can still walk right thru it in game. Any more idea out there?
#5
01/15/2006 (5:00 pm)
You probably have it placed wrong in the hierarchy? I don't use MS so I'm not much help:(
#6
i think it walks thru making a basic cube w/ collision.
maybe that will help reveal the problem.
01/15/2006 (5:18 pm)
Are you able to get the basic milkshape tutorial working as expected ?i think it walks thru making a basic cube w/ collision.
maybe that will help reveal the problem.
#7
Hope this helps; DTSPlus! should produce collision meshes.
01/15/2006 (8:03 pm)
HHmm......try naming the mesh Grouping to "Collision" in the Groups Tab and try again. Also to note; which exporter are you using and are you certain that it is the one you're calling from the Menu. The GG default exporter which appears by default in File Menu is not the DTSPlus! exporter. DTSPlus! needs to be opened via the Shortcut & Plugin Manager under Tools. Hope this helps; DTSPlus! should produce collision meshes.
#8
Rex I select the dts plus from my export options. It even has the include .cs option. But no mater what I do it will not include a collision mesh. I treid renaming the meshes under groups and within the exporter also. My trees still have no substance. I'm about ready to just buy some trees. If anyone has some nice ones for a reasonable price let me know. That is as long as they come with collision mesh. LOL
01/15/2006 (10:08 pm)
Hi and thanks for all the replies. Rex I select the dts plus from my export options. It even has the include .cs option. But no mater what I do it will not include a collision mesh. I treid renaming the meshes under groups and within the exporter also. My trees still have no substance. I'm about ready to just buy some trees. If anyone has some nice ones for a reasonable price let me know. That is as long as they come with collision mesh. LOL
#9
01/15/2006 (11:48 pm)
Very odd...indeed. I just now downloaded the latest version[with dsq split and cs generation!] and compiled my testing pyramid into a dts shape that has a collision mesh, at least in TSTpro...;), here in Vat #27 at the Blast Pit; if you're able, send a copy of the Ms3d scene/file and I'll take a look. The workers over in that sector are eager to destroy something...heh, heh. Off to go check my script it should have generated...it should have split my single Timeline with 2 sequences defined into two separate .dsq files and generated a .cs script...cool.
#10
The first thing I noticed was that the shape is one entire Group, which; I'm not certain about the texture's format for the foliage portions..., may need to be separated into separate groups between the textures/UV's mapping...?!?, and this one single Group didn't seem to be named, the file I got had a NO STRING value for it's name. This is very odd behavior for a scene, in ms3d, and leads me to believe that the file in question has been converted thru another program or by Milkshape itself.
Next thing I noticed was that the tips of several of the branches end in 'orphaned' polys...the final segement which should be a enclosed mesh was a straight line between vertices....these may need to be deleted. I did notice some oddness with the exporter[prolly the file's data], in that when I first exported the shape without having a string as it's 'name', caused the resulting DTS shape to be non rendered!!!, the names of both my collisoin mesh and what I named the tree to, were appended with a zero detail level, which is non render...
I renamed the meshes to their intended names and edited the meshes in that portion of the dialog to have detail values of 1 and -1 , and got collision mesh exported and I just now tested my huge tree and it works[collision]! So, indeed, there may be some small glitch with the latest exporter, although my pyramid from earlier was just perfect with detail numbers, etc...?!?
Let me see the scene that you've setup and I'll see where it needs editing...will be better to 'teach you to fish 'than to hand you a finished file...dts...
Good luck
David
01/16/2006 (8:53 am)
Ashley, I notice the file you sent was a 'fresh' copy and did not seem to be setup for export, ie, no collision geometry. I can tweek this file and get it to export, with a collision mesh intact. It may help more for me to see the Scene you've been working in to help direct your workflow for a successful export.The first thing I noticed was that the shape is one entire Group, which; I'm not certain about the texture's format for the foliage portions..., may need to be separated into separate groups between the textures/UV's mapping...?!?, and this one single Group didn't seem to be named, the file I got had a NO STRING value for it's name. This is very odd behavior for a scene, in ms3d, and leads me to believe that the file in question has been converted thru another program or by Milkshape itself.
Next thing I noticed was that the tips of several of the branches end in 'orphaned' polys...the final segement which should be a enclosed mesh was a straight line between vertices....these may need to be deleted. I did notice some oddness with the exporter[prolly the file's data], in that when I first exported the shape without having a string as it's 'name', caused the resulting DTS shape to be non rendered!!!, the names of both my collisoin mesh and what I named the tree to, were appended with a zero detail level, which is non render...
I renamed the meshes to their intended names and edited the meshes in that portion of the dialog to have detail values of 1 and -1 , and got collision mesh exported and I just now tested my huge tree and it works[collision]! So, indeed, there may be some small glitch with the latest exporter, although my pyramid from earlier was just perfect with detail numbers, etc...?!?
Let me see the scene that you've setup and I'll see where it needs editing...will be better to 'teach you to fish 'than to hand you a finished file...dts...
Good luck
David
#11
I sent you another tree that I had been experimenting with in ms3d. I still have no gotten a sucessfull transfer to tge. Yes I must learn this fishing thing... else I'll starve. : )
Thanks
Ash
01/16/2006 (5:07 pm)
Hey Rex,I sent you another tree that I had been experimenting with in ms3d. I still have no gotten a sucessfull transfer to tge. Yes I must learn this fishing thing... else I'll starve. : )
Thanks
Ash
#12
later...
I stopped using a .cfg file and it exported fine...I did 3 shapes in all; each had one more collision mesh than the previous one and all three worked fine in the engine. I even was able to 'climb' the tree and get lost in the foliage with my tree with 2 collision meshes...:)! My crashing must have come from my .cfg file and Nodes.
01/17/2006 (10:23 am)
I sent an email detailing what I did with the latest shape, bottom line; I believe you're going to have to create some form of geometry and label it "Collision-*" where the asterick is a number between 1 & 9, and is prefixed with the Negative symbol[indicating a no render property]; however, I think that the number of collision meshes has been altered to be over that limit. Might be where I was getting some crashing, when I started to include more than one....we'll see.later...
I stopped using a .cfg file and it exported fine...I did 3 shapes in all; each had one more collision mesh than the previous one and all three worked fine in the engine. I even was able to 'climb' the tree and get lost in the foliage with my tree with 2 collision meshes...:)! My crashing must have come from my .cfg file and Nodes.
#13
Ash
01/17/2006 (1:13 pm)
Cool Rex. I see my problem now. I did at one time try to add a collision mesh around the trunk but I apparently had it labled incorrectly. Thank you so much for teaching me to fish. You and other people like yourself give these forums a great name. I know that time is valuable and you took a good deal of time with me on this. Thanks again. : )Ash
#14
01/17/2006 (1:45 pm)
I just made a tree from scratch and got it to work. So cool!!!!
#15
Stephen
01/17/2006 (3:45 pm)
At the risk of sounding smarmy--it's threads like this that make the GarageGames community what it is. Thanks to everyone that participated, and congrats Ashley on getting things working!Stephen
Torque Owner Sam3d