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Collision mesh visible in Battlecraft 1942, but not in-game?
Posted: Fri Mar 15, 2013 9:26 am
by Skull Kid
Can someone help me explaining why my schwerer shell shows up correctly in Battlecraft 1942, but not in-game? This is very strange, because the collision mesh has worked before, but now suddenly it doesn't?
Any help is greatly appreciated!
Re: Collision mesh visible in Battlecraft 1942, but not in-g
Posted: Fri Mar 15, 2013 5:25 pm
by Swaffy
Uh ... you're not supposed to see a collision mesh.
Re: Collision mesh visible in Battlecraft 1942, but not in-g
Posted: Fri Mar 15, 2013 6:22 pm
by Skull Kid
True, but the problem is I am able to walk straight through my model?
Re: Collision mesh visible in Battlecraft 1942, but not in-g
Posted: Sat Mar 23, 2013 1:09 am
by Skull Kid
BUMP
Re: Collision mesh visible in Battlecraft 1942, but not in-g
Posted: Sat Mar 23, 2013 3:17 am
by Swaffy
You haven't explained anything about what's really going wrong or what you did before the problem occured.
Re: Collision mesh visible in Battlecraft 1942, but not in-g
Posted: Sat Mar 23, 2013 9:01 am
by Senshi
Two possible issues:
1) Your model has no col mesh. If it's a static mesh, there's a good chance you won't notice this except from the "walkthrough" because your object is fixed anyway. However, even objects without colmeshes can be collideable, as there's a way to make BF interpret the VIS mesh as a COL mesh. This is not recommended, but IIRC it's used for some very small and simple props (e.g. boxes) where the colmesh would be exactly the same as the vis mesh anyway.
2) It does have a col mesh, but it's faulty. Just reexport. Or try to reimport the exported .sm to figure out what the exporter produced. Make sure the .sm has the col mesh inside as well. Make sure the col mesh has proper Material IDs assigned. This probably is the better approach, as there absolutely has to be something off with your .sm file.
Re: Collision mesh visible in Battlecraft 1942, but not in-g
Posted: Sat Mar 23, 2013 10:08 am
by Skull Kid
Senshi wrote:Two possible issues:
1) Your model has no col mesh. If it's a static mesh, there's a good chance you won't notice this except from the "walkthrough" because your object is fixed anyway. However, even objects without colmeshes can be collideable, as there's a way to make BF interpret the VIS mesh as a COL mesh. This is not recommended, but IIRC it's used for some very small and simple props (e.g. boxes) where the colmesh would be exactly the same as the vis mesh anyway.
2) It does have a col mesh, but it's faulty. Just reexport. Or try to reimport the exported .sm to figure out what the exporter produced. Make sure the .sm has the col mesh inside as well. Make sure the col mesh has proper Material IDs assigned. This probably is the better approach, as there absolutely has to be something off with your .sm file.
I see, thanks for your very helpful reply. It is also very strange... in the past... I used the 3ds -> .sm converter, also exported the .3ds from 3ds Max without a collision mesh.
Re: Collision mesh visible in Battlecraft 1942, but not in-g
Posted: Wed Mar 27, 2013 5:04 pm
by Apache Thunder
Senshi wrote:...as there's a way to make BF interpret the VIS mesh as a COL mesh. This is not recommended, but IIRC it's used for some very small and simple props (e.g. boxes) where the colmesh would be exactly the same as the vis mesh anyway.
Please explain this in further detail. Of all the years I've been modding, I haven't heard about this. I don't know of any coding that does this. It would be quite interesting to try this on animated meshes since collision meshes can't be animated along with them. So if the game can actually use the visible mesh as the collision mesh, then that could be the method of making proper collision physics for an animated mesh.
Also to the OP, you may also need to check your coding for the object. If you have the "ObjectTemplate.hasCollisionPhysics" command missing or set to zero, then the object won't have collision physics.

Re: Collision mesh visible in Battlecraft 1942, but not in-g
Posted: Thu Mar 28, 2013 3:21 pm
by Skull Kid
Apache Thunder wrote:Senshi wrote:...as there's a way to make BF interpret the VIS mesh as a COL mesh. This is not recommended, but IIRC it's used for some very small and simple props (e.g. boxes) where the colmesh would be exactly the same as the vis mesh anyway.
Please explain this in further detail. Of all the years I've been modding, I haven't heard about this. I don't know of any coding that does this. It would be quite interesting to try this on animated meshes since collision meshes can't be animated along with them. So if the game can actually use the visible mesh as the collision mesh, then that could be the method of making proper collision physics for an animated mesh.
Also to the OP, you may also need to check your coding for the object. If you have the "ObjectTemplate.hasCollisionPhysics" command missing or set to zero, then the object won't have collision physics.

I have indeed set the ObjectTemplate.hasCollisionPhysics to 1. But it won't help =(
Re: Collision mesh visible in Battlecraft 1942, but not in-g
Posted: Thu Mar 28, 2013 4:03 pm
by Skull Kid
PROBLEM SOLVED! The 3dsToSm.exe, was in version 0.2, which was the error! Upgraded the MDT to 2.75, and volia!