Creating invisible collision objects.

Discussion in 'Track Modding' started by blakboks, Jan 18, 2012.

  1. blakboks

    blakboks Registered

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    Hey there guys and gals(?),
    I can't seem to get invisible collision objects to work properly. When I have 'no render' it collides fine, but as soon as I check 'no render' it does not collide anymore.

    Here are my settings:
    [​IMG]

    And here is a screen capture of my .scn file:
    [​IMG]

    View attachment 693 View attachment 694
     
  2. mianiak

    mianiak Registered

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    when you link things, put the collision first

    instance=barriero8
    {
    render=false
    meshfile=barrier_col etc
    instance=barrier
    {
    meshfile=barrier_geo08
    etc
    etc
    etc

    You should have one for col and one for shad, not both together. Then you set the shad mesh as shadow object and you dont need to use no render, shadow object causes it to not render.
    You don't need hat, just collision
     
  3. blakboks

    blakboks Registered

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    Ok, I got the collision to work properly. Thanks again mianiak!

    Now that I've reversed the parenting, my _geo objects are at the world origin. I was able to get around this somehow before, but I can't remember how. I almost think that I might have unlinked the geometry for .gmt output. Is there any way around this so I can leave everything linked properly in Max and just click "Do Mesh"?
     
  4. mianiak

    mianiak Registered

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    Linking is only effective when max writes the scn file, you can still do it manually, but by using it you can save a lot of manual editing.
    Make sure all the objects have the same centre (pivot).

    Grab SoulCollection3dsMax_v064.zip from here, http://www.neilblevins.com/cg_tools/soulburnscripts/soulburnscripts.htm you can use putPivot to place the pivot in a single spot with one click.
     

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