Requesting New Recon Droid model and Collison Fix

Started by 411Remnant, August 21, 2013, 10:47:15 AM

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August 21, 2013, 01:51:09 PM #15 Last Edit: August 21, 2013, 01:59:17 PM by -RepublicCommando-
Quote from: 411Remnant on August 21, 2013, 01:46:42 PM
hmm, im still getting some odd stuff. ill go ahead and record some video, this droid must really hate doors  :rofl:
.. That isn't good.
Seems to work fine over here(except camera angle, which is confusing), on the other hand, the remote droid seems to hate UV mapping (as does anything I touch).

How on earth did the UV get messed up... Grr

August 21, 2013, 02:01:15 PM #16 Last Edit: August 21, 2013, 02:19:46 PM by 411Remnant
ive used rends Mark4 probe droid model, same method with just switching the geometry. It seems to work flawlessly, maybe it can be studied and the same properties from this model can be transferred over to the storm recon. also I noticed that the box things still seem to be present in BF2(testing it in BF1). ill see what happens.

Rends Mark IV probe droid:

http://www.mediafire.com/download/k8ik8kgmohdtdtg/rend_mark_4.rar


you could try these heights for it:
[spoiler]SetAltitude     =1.5
Acceleraton     = 15.0
MaxSpeed        = 6.5
MaxStrafeSpeed  = 8.0
MaxTurnSpeed    = 3.6

CameraHeight    = 2.3
CameraDistance  = 4.5

TrackOffset     = "0.0 0.0 4.5"
NormalDirection = "0.0"
AimValue        = "1.0"[/spoiler]
Battfront Stuff if your interested.
http://www.youtube.com/user/411Remnant

Looks like this one's going to be more than a quick fix.
Got the rends model for reference.
Using the model from the first post and RC's latest as a base.

I'm kinda useless regarding xsi work at the moment, but I'll continue to look for stable hacky solutions.

Have to find an appropriate door to put in my test level.
(I'll probably just crash a tantive iv deck into my desert.. heh ... wait.. idea for a map....)

I'm thinking the shadow volume is goofy (its actually showing up ingame), which I didn't remove the boxes on.
Are the boxes black or white?

August 21, 2013, 02:42:12 PM #19 Last Edit: August 21, 2013, 03:01:25 PM by 411Remnant
http://www.youtube.com/watch?v=YXLACXx0si4&feature=youtu.be

Also what you said is true about the shadow boxes because they appear the same way in both games. RC, try jabba's palace on BF1 and go through the that dark hallway that had those mini rooms with the doors that openup/close. you can go through the door but you can't come the same way out(or at all for that matter, kinda like a trap :p). If it's ok with you guys, I am thinking about posting this at gametoast to, could get some more insight on it.
Battfront Stuff if your interested.
http://www.youtube.com/user/411Remnant


You need to add collision primitive sphere to your recon droid. Without it, the game, will be generate overhuge collision.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

*Facepalm* wow....
What a failure I am.

The model isn't the problem, its the ODF.
This is the original ODF collision lines we've been using
Code (From rep_weap_inf_probedroid_ord.ODF) Select
BuildingCollision = "p_buildingsphere"
VehicleCollision = "p_buildingsphere"
OrdnanceCollision = "p_sphere"
SoldierCollision = "p_sphere"


The original (like Tirpider said before) has the primitive sphere named as
Code (Model we're using) Select
p_-so_sphere
p_-vbt_cube


I have deleted p_vbt_cube in that update (it still has issues with the shadow volume black/white boxes sticking out, I cannot seem to get the hierarchy to hide in XSI) But like Sereja said, we needed the Sphere primitive.
-Now when I put the collision in, it wasn't quite the same as a primitive, so it acted funny

So for buildings, it should be BuildingCollision      ="p_-so_sphere"
The rest can still use "Collision" that I added.
=================================
English:
Replace Collision lines in your ODF to

BuildingCollision      ="p_-so_sphere"
VehicleCollision      = "Collision"
OrdnanceCollision      = "Collision"
SoldierCollision      = "Collision"

And that permanantly fixes all your collision bug issues, and if you see a collision is funky for one of the collision types, change it to p_-so_sphere, and it should correct it because of the slight difference between mine and the stock one.

Thank you for slipping that into my head, Sereja :P
Now for the shadow volume..

remove the sv_  null and just add -hiresshadow to the .option?
It isn't that complex a model so I don't think it would cause too much trouble.

Quote from: tirpider on August 21, 2013, 08:42:53 PM
remove the sv_  null and just add -hiresshadow to the .option?
It isn't that complex a model so I don't think it would cause too much trouble.
Good idea.

August 21, 2013, 09:47:06 PM #25 Last Edit: August 21, 2013, 10:07:14 PM by 411Remnant
Tested ingame, and great news! Thanks to the adjustments you guys made, he can go through doors now.  :cheers: Still a few problems, but that was my main concern. one funky thing I found was that he can phase through some walls and sink under the map, though I may have re-munge to see if I missed anything.

Edit: Interesting, adding "p_-so_sphere" to all the collision makes it goes through doors, but it also enable it to clip through walls and people now. 
Battfront Stuff if your interested.
http://www.youtube.com/user/411Remnant

Well, it needs it for building collision, or else you will get almost no collision at all...
The "Collision" one works fine for everything else, but if you were to use it on buildings then you get what you just got.

Its as good as can get unfortunately. Do the black mesh pieces still stick out the bottom?

August 22, 2013, 08:49:43 AM #27 Last Edit: August 22, 2013, 08:51:22 AM by 411Remnant
That actually is gone, great job with the model! I guess if this works with BF1 perfect, then that's great too. Its becoming a hassle to get it to work with BF2 like it should, im going to try a few more things before I give up. Thank you guys for all the help! Ill update in a bit.

Edit: Hey republic commando if you want to release it as an asset or an update to your auto turret model for BF1 be my guest.
Battfront Stuff if your interested.
http://www.youtube.com/user/411Remnant

August 23, 2013, 10:00:19 AM #28 Last Edit: August 23, 2013, 10:15:33 AM by -RepublicCommando-
It's quite a change, so I'll release it in a new topic.
- http://www.swbfgamers.com/index.php?topic=6995.msg74513;topicseen#new
Thanks yall, it's 10x better than the original now.