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View Full Version : Sinking through placed Objects in New SP Map



CrisG
02-22-2006, 02:20 PM
I placed one of the heliports,the one up on legs on an island in my new map and then tried
to put one of the chopers on it, but it sank
right through the floor. I have had trouble
with the grass coming up through the floor
of some of the huts I put down too, I have struggled a bit with the snap too settings, In the 1.1 manual they say select the object, then
click on the snap to icon then place on map, however when I did that a number of times the hut would end up sitting up in the air over the ground, and i had to delete and re set it. I also tried setting one of the heliports up on a mountain top and then tried to put the hangglider
on it, but it too would not sit on the surface. Can someone help an earnest and willing learner who is trying hard, Am I not checking some check box for collison? I have a bit of trouble with the parameter settings as the parameter boxes dont appear until AFTER you put something down, as in the Mercs, with their check helmets, gun ready etc, so it doesnt appear to have any effect that I can see so far.

EDIT:
I found out some info on this that may be the answer and wanted to share it in case anyone else hits the same problesm:
collision:

Three are three different kinds of objects you can put on the maps, brushes, which are the simplest, simple entities and entities. Some of them are intended to be in the distance and not for interacting, so they
are not as physical and dont take up as much CPU power.
And some objects dont have collison , you have to change the cgf with an hexeditor or text editor....So all object which has an LOD in their name have no collision as they are the models used in the distance. We should use the models witout LOD
Sometimes if you change the sie or dimenstions of some objects they may loose their collision, We should the experts tell us, try to strech objects in all dimensions and not only X, Y or Z

And there is the problem of physics, if we awake the physics we
can change the nature of the object and make it impossible to walk
on or in or to put objects like pick ups or other things in or on.
This is in the entities properties window, just uncheck the box that says "Awake physics."

I did note in a post that we are supposed to be sure to use the
buildings etc. from the enties lists, not the brushes list, if we wnat to interact with them, That's it for now.Will see how this does in my map tonight.

CrisG
02-22-2006, 02:20 PM
I placed one of the heliports,the one up on legs on an island in my new map and then tried
to put one of the chopers on it, but it sank
right through the floor. I have had trouble
with the grass coming up through the floor
of some of the huts I put down too, I have struggled a bit with the snap too settings, In the 1.1 manual they say select the object, then
click on the snap to icon then place on map, however when I did that a number of times the hut would end up sitting up in the air over the ground, and i had to delete and re set it. I also tried setting one of the heliports up on a mountain top and then tried to put the hangglider
on it, but it too would not sit on the surface. Can someone help an earnest and willing learner who is trying hard, Am I not checking some check box for collison? I have a bit of trouble with the parameter settings as the parameter boxes dont appear until AFTER you put something down, as in the Mercs, with their check helmets, gun ready etc, so it doesnt appear to have any effect that I can see so far.

EDIT:
I found out some info on this that may be the answer and wanted to share it in case anyone else hits the same problesm:
collision:

Three are three different kinds of objects you can put on the maps, brushes, which are the simplest, simple entities and entities. Some of them are intended to be in the distance and not for interacting, so they
are not as physical and dont take up as much CPU power.
And some objects dont have collison , you have to change the cgf with an hexeditor or text editor....So all object which has an LOD in their name have no collision as they are the models used in the distance. We should use the models witout LOD
Sometimes if you change the sie or dimenstions of some objects they may loose their collision, We should the experts tell us, try to strech objects in all dimensions and not only X, Y or Z

And there is the problem of physics, if we awake the physics we
can change the nature of the object and make it impossible to walk
on or in or to put objects like pick ups or other things in or on.
This is in the entities properties window, just uncheck the box that says "Awake physics."

I did note in a post that we are supposed to be sure to use the
buildings etc. from the enties lists, not the brushes list, if we wnat to interact with them, That's it for now.Will see how this does in my map tonight.