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FPSC Classic Models and Media / Sketchup Collision

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D0MINIK
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Joined: 18th Mar 2009
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Posted: 26th Jan 2010 11:03
Hey there

I'm trying to get some custom floor segments to work with Sketchup, but unfortunately, I'm getting collision problems all the time. Even if I use a simple plain, straight floor model with just a very slight ramp, I get stuck in the floor until pressing 'C' to crouch.

Searching via Google, I've already found Sketchup is famous for it's collision problems with any engine.

So although I don't have large hopes on this: Does someone definitely know how to solve collision problems with Sketchup?

I don't have problems with furniture or decoration models, all fine. Just floor or things the player should be able to walk on get me stuck.

Thanks for any answer

wizard of id
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Location: Sunny South Africa
Posted: 26th Jan 2010 11:41
Quote: "definitely"
be able to help you send me one of your floor meshes and I will be able to tell you what is wrong with it.

Normally it would not matter what tool you use each one should work.

There is a set criteria that needs to be met in order for collision to work correctly.

A ramp has to be 45 degree or less in angle any thing more than that is guarantee to have problems the end....

I will be
Quote: "definitely"
be able to help you once I have worked a little with the mesh...

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

D0MINIK
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Posted: 26th Jan 2010 12:00 Edited at: 26th Jan 2010 12:02
Er, sorry.... about that "definitely"...

was very bold, pardon. I wrote it because I found lots of forums via Google with tons of thoughts, ideas and possibly working solutions... and none of them did. That's all about it. I'm a bit frustrated

Someone sent me a few plug-ins that I'll try out to make sure that's not the problem. Thank you for kind offer to have a look at the mesh, I'll send it to you once I've tried the plug-ins

wizard of id
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Posted: 26th Jan 2010 12:06
"definitely"
No problem...I took it as a joke....it is very seldom that you get a correct answer in the first few post some times having to combine a few posts to get where you need to be...which makes definitely redundant....? *see sig for understanding*

Okay but it is unlikely to going to be improving with plugins.I could have a answer to your problem with in 5 seconds...

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

D0MINIK
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Posted: 26th Jan 2010 12:14 Edited at: 26th Jan 2010 12:15
Ah ok, thanks

I didn't know it would be that easy for you. Great, email sent!


EDIT: And file also attached

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wizard of id
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Posted: 26th Jan 2010 12:29 Edited at: 26th Jan 2010 12:40
Cool try this mesh while I write the 5 mins as to what is required for a floor mesh.



*edit*
These are some recommended tips for creating floor meshes.

They have to be 100 x 100 units any larger and entity collision doesn't work.One of the dimensions can be smaller but not larger so in other words 100 x 50.

Thickness should not exceed 2.5 units period.

Lithunwrap reports two meshes... how did you model the floor mesh as a single mesh or by combining two meshes.?It is recommended to use a single mesh or use boolean operations to combine more than one mesh into a single mesh.....

Did you scale the mesh correctly to fit the 100 x 100 x 2.5 dimensions?

If you do have scaling problems or can't guesstimate the correct size I normally import a mesh with the right dimensions and work from that...

If you do have scaling problems make sure that your plugin does not scale the meshes and that it exports as is....
The two mesh factor and the mesh size is the problem...

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

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D0MINIK
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Posted: 26th Jan 2010 12:49
Ok wow, that's detailed...

hm, the size can't be the problem. I've created another mesh with segment size and a small ramp... and the same again, I get stuck.

And it is one mesh in Sketchup. And also one group in FragMotion.

Hm, so obviously it might be a plug-in problem after all?

Attached my second try here. Is it two meshes again?

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wizard of id
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Posted: 26th Jan 2010 12:58 Edited at: 26th Jan 2010 12:59
still reports two meshes

Show me a screenshot of plugin export menu....

Have a look at the screenshot there are too many edges.The scaling is fine but looks like the way it is being exported....try a different format.

Do you triangulate before exporting or does the plugin triangulate.

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

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D0MINIK
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Posted: 26th Jan 2010 13:05 Edited at: 26th Jan 2010 13:06
Well the exporter plugin does not have a menu... only three options:

* Export Model
* Export Textured Faces
* Export Blender


of which I'm always using first option. I have tried the other two some time ago, but don't understand where the difference is...

I'm using this plug-in: http://sketchuptips.blogspot.com/2008/02/sketchup-to-directx-exporter.html

wizard of id
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Posted: 26th Jan 2010 13:07 Edited at: 26th Jan 2010 13:16
Here is the second mesh to try

*Edit*
Quote: "Well the exporter plugin does not have a menu... only three options:

* Export Model
* Export Textured Faces
* Export Blender
"


Try the other two if that does not work you will either have to export to a known working format capable of import to lithunwrap or any free tool that correctly exports to X....

I really don't understand why the plugin would export with so many edges it nearly has 3 times the amount of polygons 88 to be exact compared to the 20 I have...

And when I try and delete the extra edges it only selects the original mesh egdes and completely ignores the other edges....

Unlikely ended up being a plugin problem...

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

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D0MINIK
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Posted: 26th Jan 2010 13:10 Edited at: 26th Jan 2010 13:11
Works perfectly.

Now should I try a different plug-in or is there something I can do to fix this using FragMotion or Milkshape?

wizard of id
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Posted: 26th Jan 2010 13:18
check edited post

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

D0MINIK
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Posted: 26th Jan 2010 13:32 Edited at: 26th Jan 2010 13:32
Seen.

Tried a new plug-in, works great so far with first mesh

But could you please check whether this mesh is ok now (attached)? I don't want to end up with posting this thread again in a few weeks...

Would be great.

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wizard of id
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Posted: 26th Jan 2010 13:38 Edited at: 26th Jan 2010 13:46
looks much better still reports one group two meshes.Well not really two meshes but two sets of faces...It adds 4 faces were there shouldn't be any...

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

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D0MINIK
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Posted: 26th Jan 2010 13:43 Edited at: 26th Jan 2010 13:51
Ok thanks a lot!!!

So I'll have to live with either having crazy models that work now (at least for the first tests,) finding a new plug-in someday or a solution of how to fix this problem in a process after exporting from Sketchup. Or, third, try a different modelling program. Which will obviously be the best solution, but the one I'd loved to avoid for some time.

EDIT: Here's the plug-in btw: http://www.3drad.com/Google-SketchUp-To-DirectX-XNA-Exporter-Plug-in.htm

Help ME ! ! !
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Posted: 26th Jan 2010 13:46
try using polygonal collusion in ur fpi script.
wizard of id
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Joined: 16th Jan 2006
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Posted: 26th Jan 2010 13:50
Enjoy sorting your problem out, at least you know it is not FPSC but your plugins..

the previous post shows the faces that shouldn't be there...

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

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