- gundalf - 06-23-2006
Quote:Originally posted by Razorwing
I think I did everything correct on the collision mesh. The only thing I did different is I used a partly opaque texture just to make it see-through in Max. Erm. I checked out the collision geometry:
It's a known issue:
Quote:From the additional notes section above
If your collision mesh comes out deformed, go to the utilities tab, choose "Reset XForm" and click "Reset Selected". This should fix it.
- Razorwing - 06-23-2006
Oh, ok. Cool. =)
- gundalf - 06-23-2006
Hmm this still doesn't fix the falling through problem. I'm investigating...
- Razorwing - 06-23-2006
Quote:Originally posted by gundalf
Hmm this still doesn't fix the falling through problem. I'm investigating...
Maybe my model needs either a center of gravity, or a weight? Perhaps that's what the game needs to calculate how to make an object bounce from it?
- gundalf - 06-23-2006
Ok, I nailed it down to the triangle strips the NvTriStrip library creates. I have found and integrated an alternative, and now it seems to work.
YAY! :bananarock:
RW: dunno whats wrong with that model, I can reproduce it but it happens at random camera positions. Could you please be so kind and test it in-game?
- Razorwing - 06-23-2006
Thankyou, I'll be sure to playest it soon. :yes:
- gundalf - 06-23-2006
New release is up, you'll have to wait until the mirrors catch up, though.
- Telltolin - 06-23-2006
Aw hell, it doesn't work with max 7. :poorme:
- gundalf - 06-23-2006
Quote:Originally posted by Telltolin
Aw hell, it doesn't work with max 7. :poorme:
Hmm looks like I have to get a copy and recompile it...
- Razorwing - 06-23-2006
I'm using the new version now (with 3D Studio Max 8). I don't know why but it corrupted the door I exported. It seems that a polygon on the side of the door was flipped during the export process. But the collision mesh turned out like it should when I used the XForm tip
Edit: Strike that. It seems the problem was I had welded all the meshes into one. That is probably not a good thing to do anymore, as it didn't have a flipped polygon when I exported the meshes seperately. =)
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