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Make wheels collidable with EFM?


RagnarDa

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Another thing, ensure your collision mesh parts match the animations to the regular 3D model mesh.

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Another thing, ensure your collision mesh parts match the animations to the regular 3D model mesh.

 

That's why I keep the same scene and Use Groups, Unhide the Collision Shells, animate them with the External Model, then Hide it, Export Selected to EDM for External, then unhide collision, select that group, Hide Unselected, Exported Selected as Collision EDM. :)

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Well I cant seem to get my mesh to work at all, landing goes through the deck, spawning on the runway results in falling through the deck on mission start... weird....

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That's why I keep the same scene and Use Groups, ....

 

Do you mean Layers? Just in case: nothing should be in a group between the 3d model and collision model. The animations should be separate with the same Arg#

 

Any 3d object should be defined as TYPE = "collision_shell";

 

Any spline should be defined as TYPE = "collision_line";

 

Collision model does not need a material too.

 

The *.lua needs to have 2 of the three gears (nose, left or right) defined (x,y,z iirc) coordinates according to 3dsmax (in meters. x.xxx). Also important to add the diameter of the tire. In meters too.

 

nose_gear_pos = {4.219,-0.401,0},

main_gear_pos = {-0.585,-0.011,-1.456},

nose_gear_wheel_diameter = 0.356

main_gear_wheel_diameter = 0.823

 

I hope this helps

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Do you mean Layers? Just in case: nothing should be in a group between the 3d model and collision model. The animations should be separate with the same Arg#

 

Any 3d object should be defined as TYPE = "collision_shell";

 

Any spline should be defined as TYPE = "collision_line";

 

Collision model does not need a material too.

 

The *.lua needs to have 2 of the three gears (nose, left or right) defined (x,y,z iirc) coordinates according to 3dsmax (in meters. x.xxx). Also important to add the diameter of the tire. In meters too.

 

nose_gear_pos = {4.219,-0.401,0},

main_gear_pos = {-0.585,-0.011,-1.456},

nose_gear_wheel_diameter = 0.356

main_gear_wheel_diameter = 0.823

 

I hope this helps

 

is it:

TYPE = "collision_shell";

 

or

TYPE = collision_shell

 

 

I had everything working fine in 1.2.6, seems that it dont wanna load the collision model now, or the exporter isnt actually exporting it...

 

if i put the other edm I had back it works but it's not the same model anymore,

 

Everyone's collision edms are blank when I open in ModelViewer with 0 Triangles etc,

Mine isnt?

 

That's what makes me think I'm setting collision_shell and stuff wrong, as it should be invisible if marked as a collision shell.

 

plus the export dialog says:

=

nTransformNodes = 12

nRenderNodes = 1

model::RenderNode(Opaque) = 1

nFaces = 11155

nMaterials = 1

nShellNodes = 0

nConnectors = 1

nLights = 0

nArguments = 39

 

 

 

Edit:

I Fixed it so it exports with 39 Shells:

=

nTransformNodes = 12

nRenderNodes = 0

nFaces = 0

nMaterials = 0

nShellNodes = 39

nConnectors = 1

nLights = 0

nArguments = 39

 

And Opens invisible in ModelViewer, but the plane still just falls through the ground, Hmmmm I think something is pointing to the wrong file.

collision_model.thumb.jpg.76076a80c744a8d3ee2532ae5b2120fa.jpg


Edited by SkateZilla

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Our collision model uses exactly what I have typed. I wonder if the defined properties are different between AFM and SFM,....though, we have experienced some changes in suspension/wheel properties (in the code) between 1.2.6 to 1.2.7.

 

What did you change to get it to export your 39 shells? "Make Cool" ? <- that's what I do before export too.

 

Like the rest, it should be invisible with 0 triangles; since nothing is rendered from it.

 

I'd continue playing with *.lua files to see any changes. It's quite possible something changed in 1.2.7

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Our collision model uses exactly what I have typed. I wonder if the defined properties are different between AFM and SFM,....though, we have experienced some changes in suspension/wheel properties (in the code) between 1.2.6 to 1.2.7.

 

What did you change to get it to export your 39 shells? "Make Cool" ? <- that's what I do before export too.

 

Like the rest, it should be invisible with 0 triangles; since nothing is rendered from it.

 

I'd continue playing with *.lua files to see any changes. It's quite possible something changed in 1.2.7

 

i changed the user def from:

Type=collision_shell 

 

to

Type= "collision_shell";

 

But the F-16 AFM Demo just goes right through the ground,

Loads the External Model fine, but collision isnt loading at all, just goes right through the ground.

 

The F-100D uses the same method and the collision shells work fine, so I'm gonna look and see if the F-16AFM calls for a specific EDM in the DLL, cuz everything in the LUAs and LODs match.


Edited by SkateZilla

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I got it partially working, I think it's actually landing on the bounding box or something, cuz the gear is still like more than halfway into the ground, I do get the tire squeal and smoke though.. sooo... <shrug> calling it a night.

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In any case, make sure nothing is linked to the bounding box...good luck!

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I think I got it, double checked some things and adjusted some points in the data LUA, along with some collision shells.

 

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Ok, so SVKSniper went ahead and actually made a collision model for us! How nice is that? :thumbup:

 

But... it just rests on its belly. It rests very nicely on its belly, if it wasn' t for that the wheels are extended and sticking through the ground. I'm using the ED_FM_SUSPENSION_0_GEAR_POST_STATE, ED_FM_SUSPENSION_1_GEAR_POST_STATE and ED_FM_SUSPENSION_2_GEAR_POST_STATE params in the ed_fm_get_param function and setting them to 1.0 in the EFM to extend the landing gears. Is there any more to it than that?

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Make wheels collidable with EFM?

 

I had a look at the exported collision model in ModelViewer and it doesn't appear. I am probably doing something wrong when exporting. Any help?

 

Edit: old model viewer...


Edited by RagnarDa

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There will always be bugs. If everything is a priority nothing is.

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Ok, the problem was that the collision model and visible model didn't match. The gears was fully extended at 0 arg in the collision model but retracted in the visible model and vice versa. So glad I finally got it to work!

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Ok, the problem was that the collision model and visible model didn't match. The gears was fully extended at 0 arg in the collision model but retracted in the visible model and vice versa. So glad I finally got it to work!

 

So you got yours to work? was just about to check on it since I have a day off due to weather.

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About to start running tests now :).

Got the collision model to work, but the undercarriage just disappear (collapses? ) when I land. I will consult the Ragnar, the coder later.

Atleast I have mastered the art of bellylanding now...


Edited by Jediteo

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So you got yours to work? was just about to check on it since I have a day off due to weather.

Yes, sort of. The landing gears seem too short now...

 

On another note, so now the "suspension" table in lua isn't needed/used anymore? Where do I set stuff like tire amortizer force?

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There will always be bugs. If everything is a priority nothing is.

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Yes, sort of. The landing gears seem too short now...

 

On another note, so now the "suspension" table in lua isn't needed/used anymore? Where do I set stuff like tire amortizer force?

 

i think Smiley has it in the entry.lua.

 

as for the gear, you have a Spline/Line set (collision_line) for the gear right?

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Ok, so I tried changing the values in suspension and the other lua file around and it had absolutely no effect.

 

I also tried measuring in in 3DS Max and comparing with what I see in the game and I am concluding that the airplane is in fact standing on its struts, without the wheels on. What's stranger still, its only standing on one of the two main gear struts, the left one...

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There will always be bugs. If everything is a priority nothing is.

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