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FPSC Classic Scripts / collision quistion??? here

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the programmer
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Posted: 29th Aug 2006 00:30
i have some plant models i would like to go write through them, as if there was no collision how could i do this?
is this possible with fpscreator?

just wondering

the programmer
cheers
FredP
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Posted: 29th Aug 2006 00:42
Make your plant dynamic and change the appear script to the one I attached.
You might also set isimmobile to yes so your plants don't sink into the ground/floor.

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the programmer
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Posted: 29th Aug 2006 01:54
there are no words to express, how much this has helped

thankyou very much FredP

CHEERS!!!!!!

the programmer
the programmer
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Posted: 29th Aug 2006 02:22 Edited at: 29th Aug 2006 02:23
i also have another quision i have a huge floor model, is there a way to make it so i do not collide with it but i can walk on it as a floor ?

because i get stuck in some spots of the model.

just wondering

the programmer
cheers!!!!!!
uman
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Posted: 29th Aug 2006 22:34
Collision with very large low polygon models such as floors can be problematical and have been so in many idie engines in the past.

Not only collision but clipping can be a problem.

I am not quite sure how the compiler treats such objects if they are static - a look in wireframe in game would show how it defines the poly structure. I presume it does not split such static entities into smaller renderable areas which might fix the issue if it did.

I am presuming of course that you are making it static and therefore are not adjusting the physics properties for the entity?

Try adjusting them anyway - switching physics and any other dynamic entity settings off and see what happens.



"I am and forever will be your friend"
the programmer
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Posted: 29th Aug 2006 23:20
k thanks. yes usaully i make the huge floor models static, but i was thinking about some physices changes in the fpe. so yes ill fool around see what i get.

but i do have a weird funny model that i made with lithunrap it seems to work as a huge floor, no collision problems but charectors fall through the floor, for some odd reason.

thanks uman
cheers

the programmer
uman
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Posted: 30th Aug 2006 14:48
Well a large floor entity will be treated by the engine much as a terrain is.

There are numerous issues involved here.

FPSC is designed to work on a tile based system - floors are supposed to be composed of tile sized segments to work perfectly. Such segments have particular parameters set in their scripts when made or otherwise edited so that the engine recongnises them as floors correctly - similarly other segments have a variety of special parameters set against them.

The engine sees an entity centre point axis as being needed to be lined up with the centre point axis of a model as created in a model editor - in FPSC case that means the Max definition of that.

Placing any very large model in FPSC you should pay attention to where its centre indicator in the engine is located. FPSC sees an entities position as be in the centre of the tile in which it is placed. Thats the tile which FPSC associates with it.

Obviously because of the tile based system large objects which extend a great distance outwards away from that centre location may cause some problems.

The contruction of the original model and how many ploys its composed of may have an influence - if the distance between polys are very large entities may fall through them as collision may be unstable. Just not enough polys. Try and make sure the polys are not larger than one tile that may help.

Or you can wait and see if any update improvements makes provison for such large entities to be included more easily.

At the moment its much a matter of trial and error until and if you can find a solution.



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the programmer
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Posted: 1st Sep 2006 22:45
thanks for the comments and help uman

cheers a

the programmer

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