Jump to content
The Dark Mod Forums

Making collision model & moveables problems


Recommended Posts

Firstly, making a moveable in the editor from the moveable base entity works but the model doesn't show in the editor.

 

I'm trying to make a collision model for decorative/statues/statuette_priest_torso.lwo. Its origin is at the centre of its base so I did likewise with the brush template entity's origin. A rough outline is a vertical flattened block, 24 high, 20 wide, and 10 deep but the result in-game is always 'turned on its back' (apparently as I can only guess using seta g_showCollisionModels 1 it looks that way.) so it looks about 24 x 20 by 10 high. I've done a pyramid shape successfully before for a candlestick. Another cabinet I wanted to be able to push to one side I finished up walking through it but I didn't think to check what its cm looked like - might be a similar problem. Maybe the cm has to have a square plan view? Below is the current statuette cm. Perhaps it can be manually changed?

CM "1.00"

0

collisionModel "models/darkmod/decorative/statues/statuette_priest_torso.lwo" {
vertices { /* numVertices = */ 8
/* 0 */ ( 10 -4 24 )
/* 1 */ ( -10 -4 24 )
/* 2 */ ( -10 6 24 )
/* 3 */ ( 10 6 24 )
/* 4 */ ( 10 6 0 )
/* 5 */ ( -10 6 0 )
/* 6 */ ( 10 -4 0 )
/* 7 */ ( -10 -4 0 )
}
edges { /* numEdges = */ 13
/* 0 */ ( 0 0 ) 0 0
/* 1 */ ( 0 1 ) 0 2
/* 2 */ ( 1 2 ) 0 2
/* 3 */ ( 2 3 ) 0 2
/* 4 */ ( 3 0 ) 0 2
/* 5 */ ( 4 3 ) 0 2
/* 6 */ ( 2 5 ) 0 2
/* 7 */ ( 5 4 ) 0 2
/* 8 */ ( 6 0 ) 0 2
/* 9 */ ( 4 6 ) 0 2
/* 10 */ ( 7 6 ) 0 2
/* 11 */ ( 5 7 ) 0 2
/* 12 */ ( 7 1 ) 0 2
}
nodes {
( -1 0 )
}
polygons {
4 ( 1 2 3 4 ) ( 0 0 1 ) 24 ( -10 -4 24 ) ( 10 6 24 ) "textures/common/collision"
4 ( 5 -3 6 7 ) ( 0 1 0 ) 6 ( -10 6 0 ) ( 10 6 24 ) "textures/common/collision"
4 ( 8 -4 -5 9 ) ( 1 0 0 ) 10 ( 10 -4 0 ) ( 10 6 24 ) "textures/common/collision"
4 ( 10 -9 -7 11 ) ( 0 0 -1 ) 0 ( -10 -4 0 ) ( 10 6 0 ) "textures/common/collision"
4 ( -1 -8 -10 12 ) ( 0 -1 0 ) 4 ( -10 -4 0 ) ( 10 -4 24 ) "textures/common/collision"
4 ( -6 -2 -12 -11 ) ( -1 0 0 ) 10 ( -10 -4 0 ) ( -10 6 24 ) "textures/common/collision"
}
brushes /* brushMemory = */ 140 {
6 {
	( 0 0 1 ) 24
	( 0 1 0 ) 6
	( 1 0 0 ) 10
	( 0 0 -1 ) 0
	( 0 -1 0 ) 4
	( -1 0 0 ) 10
} ( -10 -4 0 ) ( 10 6 24 ) "solid"
}
}

Link to comment
Share on other sites

Firstly, making a moveable in the editor from the moveable base entity works but the model doesn't show in the editor.

 

I am not sure what you mean by this.

 

I'm trying to make a collision model for decorative/statues/statuette_priest_torso.lwo. Its origin is at the centre of its base so I did likewise with the brush template entity's origin.

 

There is a problem with models that have their origin not at their center and their CM. I don't know how to make the CM (in DarkRadiant) with an off-center origin.

 

Consider as example "cake.lwo". Recently, Springheel fixed it. Now the model contains a CM. However:

 

* deleting the cake.cm does not work, D3 complains "is not a tracemodel"

* using the CM made in the editor does not work, as it is not properly aligned:

 

I don't know if this is the same problem as yours, but it looks like it.

 

post-144-1202824289_thumb.jpg

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

You can move the origin of the func_clipmodel entity in DarkRadiant when entering vertex-editing mode to align it with the origin of the actual model.

 

Ah, didn't know this. But how can I load the existing .cm file? I don't want to spent all the time to recreate the CM but I don't see how I could do this. Is there a way?

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

Ah, didn't know this. But how can I load the existing .cm file? I don't want to spent all the time to recreate the CM but I don't see how I could do this. Is there a way?

The .cm can't be imported into DR - you need to recreate the collision brush.

Link to comment
Share on other sites

The .cm can't be imported into DR - you need to recreate the collision brush.

 

Dang :( It took me at least an hour to find a working shape that looked a bit like the cake....

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

It fails in DoomEd too so I now suspect the problem is the wiki moveable article is obsolete - probably the code has changed since then. Making any shape or size results in-game with a cm that looks about 40 x 40 x 10 high. As far as I can see in the console it's not even loading the cm. I'll try again later and create a new external def.

Link to comment
Share on other sites

An hour? Looking at the screenshot it should be possible to create such a small brush in a few minutes at most, using the clipper.

 

Most of the time was spent trying to find out how many times I can clip until D3 refuses to accept the CM. Plus, it is clipped in 3 directions, not just 2. I also tried to come up with a non-flat top, and/or sides that are not pyramid shaped, but many things did not work out.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

Dang It took me at least an hour to find a working shape that looked a bit like the cake....

 

I've built a cm into the cake model itself now, so why do you still need an external cm file?

Link to comment
Share on other sites

I've built a cm into the cake model itself now, so why do you still need an external cm file?

 

Because when I delete the external CM, D3 tries to use your build-in CM and then complains "is not a tracemodel" (see my first post in this thread :D

 

I don't mind a build-in CM as long as it works :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

I'll have another look at the cake model.

 

I'm trying to make a collision model for decorative/statues/statuette_priest_torso.lwo.

 

Are you sure that one doesn't also have a built-in cm? I'm pretty sure I remember making one, though it's possible I'm thinking of the shadowmesh.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • OrbWeaver

      Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
      · 4 replies
    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
    • nbohr1more

      Trying to be productive on my down-time before Capcom releases Akuma and my son is constantly on my PC playing Street Fighter...
      · 1 reply
    • OrbWeaver

      Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.
      · 2 replies
    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
×
×
  • Create New...