SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding Tutorials => Topic started by: Giftheck on November 10, 2009, 12:13:50 PM

Title: Collision fixing tutorial
Post by: Giftheck on November 10, 2009, 12:13:50 PM
Removed.
Title: Re: Collision fixing tutorial
Post by: Led on November 25, 2011, 07:15:57 AM
ggctuk removed the information because it was from GT.


Here is the GT link
http://www.gametoast.com/forums/viewtopic.php?f=1&t=18970


and below is Battlebelk's post about converting SWBF2 maps to SWBF


quote from BB:

And also you can easy hexedit swbf2 terrain: 1 byte change and other 1 delete.

Open swbf2 terrain in hexeditor and change byte with offset 4 from 16 to 15 (in hex field) and then look down unitll first terrain texure tga, select and remove byte before name of texture.

After this fix terrain can be loaded in swbf1 Zeroedit without crash but texture paint and foliages will have displacement compare to original swbf2 terrain so you have to repaint it. Water have same position as it is in swbf2, only need fill it.



(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi166.photobucket.com%2Falbums%2Fu93%2Fbattlebelk%2Fswbf2_terrain_fix.png&hash=0211281b4d7fbcbe3daecccb037546fd07598736)




Title: Re: Collision fixing tutorial
Post by: Phobos on November 25, 2011, 07:40:41 AM
noted. thanks
Title: Re: Collision fixing tutorial
Post by: Led on November 25, 2011, 08:00:48 AM
maybe this is more to the point:

http://www.gametoast.com/forums/viewtopic.php?p=328840#p328840



quote from BattleBelk:

Only problem is:

for swbf1
Quote:
There is a limit of 32 collision primitives per model (or 31 primitives + 1 collision mesh).


for swbf2
Quote:
The maximum allowed number of collisions per object is now 64 That is, 64 TOTAL objects, so:
64 primitives
-or-
63 primitives and one collision mesh.


Thus swbf1 cant callculate collison objects more than 32, as result glitch.

But there is a way, couse
Quote:
Remember that all collision meshes are merged into one mesh at munge time


Main idea is to use hexedit for rename extra collision primitives (more than 31) to collison meshes.

Example:
Code:
p_-so-rob43 -> collision43


So after munge it will 31 primitives + 1 collision mesh (all collision meshes merged in 1). And it works but in some cases need to use XSI aswell.

I recomend to use Ultimate Unwrap 3D for count collision primitives

All collision primitives and meshaes inside MODL chunk in msh and name after NAME

Collision primitives should be only child in Bones hierarchy

And also swbf2 use name of collision for setup special Vehicle,Soldier but in swbf1 you need to set it in ODF

for more information refer to artguide in both mod tools and also Riley's site

Title: Re: Collision fixing tutorial
Post by: SleepKiller on November 25, 2011, 01:16:57 PM
Just letting people know that this method can sometimes cause overly excited collision. So you end up with the oppisite problem of what you had before.
Title: Re: Collision fixing tutorial
Post by: Snake on November 25, 2011, 04:28:23 PM
Added to the How-To Thread.
EhPortal 1.34 © 2024, WebDev