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Shrinking collision mesh sizes

Posted: Mon Jun 17, 2013 4:32 am
by Vilespring
I have made a T34 that is half the size of the real tank. What I am wondering is how to shrink the collision meshes. The thing acts like it is normal size, Which it isn't. The mini-tank kind of floats off the ground, it rams things before it looks like it should, and it gets hit by projectiles that should miss by a long shot. I saw this code in a geometry.con, and it is this;

Code: Select all

geometryTemplate.cullFactor 0.05
what does it do? The MDT really is kind of useless to me at the moment. It would help a lot if every page was like, "If X is changed to Y, the reaction will do Z."

EDIT: Actually, it responds correctly to scale to projectiles and infantry, so collisionmesh 1 was scaled correctly, but collisionmesh 2 wasn't. It responds as its normal counterpart with the ground, buildings, and other vehicles.

Re: Shrinking collision mesh sizes

Posted: Mon Jun 17, 2013 6:43 pm
by Swaffy
Have you looked at the Soccer mod? It has a shrunken Tiger in it.

Re: Shrinking collision mesh sizes

Posted: Tue Jun 18, 2013 2:25 am
by Vilespring
The RC tiger in the soccer mod has essential running parts scaled down. Anything else has response physics turned off.

Re: Shrinking collision mesh sizes

Posted: Fri Jun 21, 2013 11:26 am
by dudejo
Isn't there a way to modify the MDT?

Re: Shrinking collision mesh sizes

Posted: Fri Jun 21, 2013 3:47 pm
by fo0k
scaling a vehicle is best done in 3d first. scaling a PCO like this is fraught with issues as bf does not handle it as expected.
Then realign the springs etc to the smaller model and it will be a lot more stable / predictable.

Re: Shrinking collision mesh sizes

Posted: Fri Jun 21, 2013 7:12 pm
by Swaffy
This is true. What I would do is add the shrunken vehicle mapside, with all of the shrunken StandardMeshes, new code, and sounds.

Remember that if the StandardMeshes with the same name exist in the mod's core files, you might have to rename the new (shrunken) StandardMeshes; if they have the same name then the game will load the original (normal size) meshes. This happened with my Stg-44 firearm when I was switching out its original model with a mapside model (in my mod, load up Bocage and you can see it).

Re: Shrinking collision mesh sizes

Posted: Sat Jun 22, 2013 2:34 am
by Vilespring
I defined scaled geometries in the CON file, and scaled all concordances accordingly. So I just need to import it into Gmax, scale it, than put it back in?

Re: Shrinking collision mesh sizes

Posted: Mon Jun 24, 2013 4:04 am
by Swaffy
What we mean is [manually] scaling it down (the models themselves along with the parts' coordinates) instead of using scaling coding. The game will treat this method a lot more efficiently.

Re: Shrinking collision mesh sizes

Posted: Sat Jun 29, 2013 8:01 pm
by Vilespring
Yeah thanks. I will have epic little tank battles now XD