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BF locks up on collision with the Right Mat ID
Posted: Thu Jan 24, 2013 6:33 pm
by BotHunter
Hey all! The mod me and BadBug are working on has a pretty big issue. Every time two of my objects get close together, BF starts locking up!

I fixed the Collision meshes to both have the right Mat ID But it still happens

So I uploaded the Mod Here: sean.alyrica.net/Area51.zip
I was wondering if any of you guys could look it over and figure out what was happening?? It is Sooo frustrating!!! I Know it must be Extremely simple
I would be MUCH indebted to you
Thank's in Advance!!
Re: Please help!!
Posted: Thu Jan 24, 2013 8:09 pm
by Senshi
In the future, please use thread titles that bear any kind of meaning and relevance to your issue.
Also, double-posting/opening new threads for the same issue is not really helpful either. In this case it's okay, as there should be a single thread for every new issue and not old threads recycled.
Please keep that in mind for the future, as it helps others that might have the same issue to find this thread more easily, should a solution be found.
Regarding your topic: It's hard to tell what causes this, there's various possibilities, really. I would suggest debugging this for yourself first and return with more elaborate information on this issue, as given by the log file. See Modding Tuts->General Tuts->[HOWTO]Debug
Re: Please help!!
Posted: Thu Jan 24, 2013 8:24 pm
by BotHunter
Well BF doesn't crash. It just gets Really jerky while two of my objects are close together.
Re: BF locks up on collision with the Right Mat ID
Posted: Thu Jan 24, 2013 8:47 pm
by BotHunter
Re: BF locks up on collision with the Right Mat ID
Posted: Thu Jan 24, 2013 9:13 pm
by Swaffy
ObjectTemplate.material 45
^ Do you have this line added to the main PCO? The collision meshes might have the right ID, but you want to check for this too.
If that doesn't work, just keep comparing the vehicle to BF'42 vehicles. Really, I learned most of my stuff just by comparing code.
Re: BF locks up on collision with the Right Mat ID
Posted: Thu Jan 24, 2013 10:16 pm
by BotHunter
No I don't! What is the 'Main PCO' ??
Re: BF locks up on collision with the Right Mat ID
Posted: Fri Jan 25, 2013 6:34 am
by Swaffy
By "main PCO" I mean the primary part of the vehicle. Right at the top when you see "PlayerControlObject VehicleName", in that section.
Like this:
ObjectTemplate.create PlayerControlObject Willy
ObjectTemplate.NameTagOffset -0.3/-0.2/0
ObjectTemplate.setnetworkableInfo WillyBodyInfo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.cullRadiusScale 5
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.explosionRadius 2
ObjectTemplate.explosionDamage 10
ObjectTemplate.drag 0
ObjectTemplate.mass 5000
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.material 45
ObjectTemplate.hasArmor 1
ObjectTemplate.speedMod 1
ObjectTemplate.exitTimer 0.75
ObjectTemplate.hitPoints 50
ObjectTemplate.maxHitPoints 50
. . .
Re: BF locks up on collision with the Right Mat ID
Posted: Fri Jan 25, 2013 10:25 am
by fo0k
This looks like an issue with collision mesh rather than a matid setting. looking at that aircraft model.. it appears low res but actually has a lot of wasted verts/polys. this is not a big issue on the main visible LOD.. but to copy this mesh for collision, as it has been is hopeless for a collision mesh.
try a very low detail coll mesh on both/all custom models and Id bet it will fix it.
Re: BF locks up on collision with the Right Mat ID
Posted: Fri Jan 25, 2013 10:55 am
by fo0k
i've not tested this, but reduced the collision poly count by 90% in most case for the sd.sm and willy hulls.
give it a try.. if its better then take a look at the revised models and tweak them accordingly.
Re: BF locks up on collision with the Right Mat ID
Posted: Fri Jan 25, 2013 4:53 pm
by BotHunter
Thanks!! I'll Try that!!