Orkin Man on 3/5/2005 at 06:31
Okay, I need a spiral stair-case for my entry-way, but all the ones included are a little too small and I'm clueless when it comes to 3D modelling. So I'm trying to just scale up one of the included static meshes using DrawScale, and creating a brush-based collision hull.
My problem is, how do I actually make the brushes...collide? I tried making additive brushes with the faces set to invisible, but the faces still showed up...I also tried making volumes with CollisionFlags set to True, but they didn't collide...
I'm sure this is possible to do, but I don't know what I'm doing wrong...
Ziemanskye on 3/5/2005 at 10:22
Not a lot of help, but I've seen that problem too. I think it's something to do with the Flesh overlay over the UE2 engine.
Try looking in the volumes list for a Blocking Volume (probably not there - I can't remember now), or try doing it the hard way and place the bsp steps inside/under the static meshes. Might end up with problems on the NavMesh if you want the AI to climb it though.
SneaksieDave on 3/5/2005 at 16:54
I think in the mesh browser, there is an option to set collision for the physics hull to "exact"? For that matter, there are quite a few flags that can be set down there. I'm not sure if that will work for an up- or down-scaled mesh, or if it does, if it's the correct way (might cause performance issues, etc, with all the extra collision detail) - and I think it might be a global change, too. Devs, a clue as to whether that would bork everything up?
Krypt on 3/5/2005 at 17:43
In order to make invisible colldiing brush, you have to apply a texture that makes it invisible. I believe the texture looks like the skin of a character's face. You should be able to find it in one of the TDS maps.
scumble on 3/5/2005 at 18:49
The same texture as the one on the portal meshes?
bukary on 3/5/2005 at 19:56
There are some ready-to-use invisible walls in T3Ed. In Static Mesh browser: Door_Window_Locks > Doors_DoorFrames > GENinvisiwall meshes.
The texture Krypt is talking about can be found in ENGINE family (MatLib). I think it is called "BF [DXT1]"... It is used very often. One might want to check docks area, for example.
SneaksieDave on 3/5/2005 at 21:24
Isn't it easiest though, just to make the collision hull scale up with the model scaling? That's the most obvious solution, and undoubtedly the best, because it doesn't add any complexity (for the author, or the resulting map) whatsoever. Is there a way to do that...?
Krypt on 3/5/2005 at 21:43
Quote Posted by SneaksieDave
Isn't it easiest though, just to make the collision hull scale up with the model scaling? That's the most obvious solution, and undoubtedly the best, because it doesn't add any complexity (for the author, or the resulting map) whatsoever. Is there a way to do that...?
That would be pretty nice wouldn't it? But nope, the collision hull stays at its original unscaled size no matter what you do. You'd have to import the mesh into max to scale the mesh and its hull and import it back in as a new mesh if you wanted to do it the clean way.
Orkin Man on 4/5/2005 at 00:22
Quote Posted by Krypt
In order to make invisible colldiing brush, you have to apply a texture that makes it invisible. I believe the texture looks like the skin of a character's face. You should be able to find it in one of the TDS maps.
The texture is "BF" in the Engine matlib. Using that texture on additive brushes worked great, thanks!
Shadowspawn on 4/5/2005 at 00:43
At least, if you have 3DSMax 5.1, you can do it now. Eventually I'll get it fixed for all 3D editors.
All this stuff takes time.