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How To Make Objects Collidable

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by EthanBacon, Aug 15, 2013.

  1. EthanBacon

    EthanBacon
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    How do you make it possible to collide with an object made in Blender (.dae)? I have imported many objects into the game but I go through through every single one. Is it something you do in Blender or something you can do in the Torque3D editor? Thanks!
     
  2. NkosiKarbul

    NkosiKarbul
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    i also just spend 3 hours again with try and error after i got it working with the one model the next one just wont work out, even while placing it in the first ones structure of nodes(null groups) to make sure everything but the mesh itsself is same as last time... i think its a problem with the alignment of normals but slowly it really gets exhausting, failing since 3 days...
     
  3. EthanBacon

    EthanBacon
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    I'm sorry but your grammar is terrible. Can you type that again so I can understand it?
     
  4. lazy44

    lazy44
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    Try taking this apart and looking at the hierarchy,its just a 1m cube from my own basic collision mesh testing.

    I recommend having a peek inside some other .DAE's that are set up for torque and the rest of the stuff like LOD's etc should become a bit clearer.

    :)
     

    Attached Files:

  5. LJFHutch

    LJFHutch
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  6. NkosiKarbul

    NkosiKarbul
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    yes i know about my grammar, im sorry.

    the only problem i have left is this:
    the primary LOD mesh and collision mesh are in same spot and orientation (congruent) within the dae file,
    but if they are not rotated 90 degree away from being upright in the scene (as modeled before), then i will have following problem after importing them to Drive:
    the visable LOD mesh has a different orientation/rotation than the collision mesh (unlike in the dae file), so the car drives throu the visable mesh and hits an invisable wall somehwere else.

    if i what so ever rotate the congruent aligned meshes within the dae file to the side and import them again to Drive, the collision mesh will be in the same orientation/rotation as the visable mesh and you can normaly use the object as planed.

    what confuses me here is the fact that i did not change the relative orientation between the both meshes within the dae file and still ingame they change their relative orientation to each other.

    Thank You of course and i will have a look at it for sure, but i did so allready with multiple dae models from vanilla Drive and other moders of course, the hierarchy can even be altered in slight ways and some things can be left, the only real problem left is the orientation thing which messes up collision.

    Edit:
    While im very glad to see even you trying to help me, i must say that the wiki page is not telling anything about rotation.
    in first this of course made me think rotation is not important, but my tests suggest other things, or might it be a bug related to the allready known bug happening when rotating vehicles in the editor.. i doubt it but ya... cant explain myself why turning both meshes at once would change their relative orientation to each other in another software while modeling programs show them aligned congruent.
     
    #6 NkosiKarbul, Aug 15, 2013
    Last edited: Aug 15, 2013
  7. lazy44

    lazy44
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    found this here relating to torque and blender: http://www.garagegames.com/community/forums/viewthread/129530

    "Remember it is VERY important that your objects and meshes are at xyz 0, 0, 0 or you'll get things flipped around when you export. Something which initially baffled me for ages."

    might be worth a try.
     
  8. NkosiKarbul

    NkosiKarbul
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    very nice idea and suggestion as this was an aspect i did not spend attention to but sadly it does not seem to help.
    but i will try again "tomorrow", its 6:20 am here in Berlin and i finally should sleep a little, BeamNG Drive is stealing lots of my sleep! :p

    Edit: aditional question as LJFHutch should know that for sure ^^:
    how would i get the different physical surface effects of the different materials available ?
    like sand, mud, asphalt. till now i did not find a way to achieve that.
    how is the mud on the industrial map made for example, in which you sink into, im aware that a water block is causing the drag and bouncy but what causes the car to clip throu the visable terrain, if i paint the mud material to a lowered part of the terrain and then add a water feature to it i dont sink into the ground...:rolleyes:
    but also how you get beach sand to be grippy and tire killing as beach sand on small island. couldnt figure it out.

    Thank You all for the great patience with my grammar and help, very great to get such support.
     
    #8 NkosiKarbul, Aug 15, 2013
    Last edited: Aug 15, 2013
  9. LJFHutch

    LJFHutch
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    Currently static objects are asphalt only.
    Physical material types depend on the terrain layer name. It's currently referenced in a global ground model file so if you want mud/grass/etc just call it the same names as the official maps and it will work.
    Depth is another image, eg "small_island.ter.depth.png". White is no depth (asphalt) black is very deep, see the official ones for usable values.
     
  10. EthanBacon

    EthanBacon
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    Okay well all I need to know now is how to make the collision mesh.
     
  11. NkosiKarbul

    NkosiKarbul
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    Thank You, and well in that case i will try that rather/again after i followed the new tutorials so i dont come up with further questions which could be prevented by reading. :)

    the collision mesh can be a copied version of the main mesh as you want it to have the same shape as what you see ingame, or not ? not sure if you meant that.
     
  12. EthanBacon

    EthanBacon
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    the collision mesh can be a copied version of the main mesh as you want it to have the same shape as what you see ingame, or not ? not sure if you meant that.[/QUOTE]

    I just meant that I need t know how to make a collision mesh say for a default cube.
     
  13. NkosiKarbul

    NkosiKarbul
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    copy the cube mesh once and rename it to "Colmesh-1", thats basicly it.

    edit: if you go for something more detailed than a cube you, might want/should reduce the poly count for the collision mesh to save performance in areas where you have added stuff for cosmetic purposes.
     
    #13 NkosiKarbul, Aug 15, 2013
    Last edited: Aug 15, 2013
  14. EthanBacon

    EthanBacon
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    Do I need to add the quotation marks?
     
  15. NkosiKarbul

    NkosiKarbul
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    not sure if serious or trolling but no, without the quotation marks. XD

    download the example file, which lazy44 did provide in his kindness and take a look
    How-To-Make-Objects-Collidable
     
  16. EthanBacon

    EthanBacon
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    I named the mesh of the cube Colmesh-1 but it still didn't work in BeamNG. What did I do wrong? Coyuld you tell me exactly how you do it? Also the one that was provided earlier doesn't work either.
     
  17. eletricmano

    eletricmano
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    In the inspector, just change the collision type to "visual mesh". At least that's what I do.
     
  18. EthanBacon

    EthanBacon
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    Where exactly is this located in the inspector? Sorry I'm a noob.
     
  19. eletricmano

    eletricmano
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    It's the properties of the mesh.
    HelpEthan.png --> HelpBacon.png :)
     
  20. EthanBacon

    EthanBacon
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