Im making a 3d home for a map and cant seem to stop the car from getting destroyed. i found a forum from 3 years ago so i added a lot more to the under part to separate to help the nodes colliding or something but it still is happing. ive had the flour small medium big . to see if the size matter but no matter what i do it still is happing. If someone could help resolve this it would help because its driving me insane Thanks
I had this when I was messing around importing cars as objects. I suspect it is due to the nodes. Static objects, as far as I am aware, don't need or use nodes in the same way as the vehicles do. You need a properly defined collision mesh (ideally simpler than the visible one if this is complex). Check this video out. I found it useful.
Can you send an image of the Colmesh and its normals? Things to consider for the Colmesh: Normals facing outwards Wider/thicker than 350 Flat uncomplicated geometry
not 100% shore what im looking for XD - u mind sending some pic over so i know what im looking for please.
Sure, I'm using Blender, so I can only speak from reference to that program. First of all, the scene tree should have the following layout. base00 is the object as a whole and the items inside are the different 'data blocks' for the engine to understand (I assume you already know this as your object is showing up in-game). Selecting Colmesh-1 and entering edit mode: 3 things to notice: Large blocky shapes. Normals (blue line) facing outwards. No underside to the collision mesh makes it 'infinitely deep' when calculating collisions. Sub 300units (measurement) means vehicles will get stuck inside and sometimes ignore collision. Think how skinny trees act in the game. This UI in the top right is where you can display your normals. The 2 overlaid circles will bring this drop down menu: Right at the bottom you'll see 'Normals' with options of how to display them, I use the third which displays normals from the face center. Inverted normals will absorb and 'munch' vehicles. You can recalculate normals (in blender) by selecting all faces and using Shift + N. Additionally: There is a chance you've duplicated some faces (or something to that effect) and you have normals conflicting (opposing each other) against each other which will do 'the munch'. Think of normals like a magnets poles (to a degree). Normals facing outwards repel, normals facing inwards attract. If your model doesn't have a Colmesh-1, you'll be best creating one. Collisions can be calculated in 3 ways, bounding box, visible mesh, collision mesh.