Collision models going basic, need help.

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
beforeandafter.jpg

This is my problem in a nutshell, I make a collision model, it compiles fine (thanks to Hawk's tutorial and learning about Geometry Approximation)

But the final model's collisions aways end up taking whatever I make and turning them into the basic shape.

evilpot.jpg

Another Example, here I had made a phys model that was a cylinder the same size as the pot model. it reverted it to a basic cylinder.

Does anyone have a clue as to what I'm doing wrong? Trying to get better at modeling so I can start making more models for everyone but I can't release my models like this.
 
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Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
OK, Im a 'tard.


"Mλtt -Pancakes at 12PastNorth" told me in chat that there are multiple ways to save SMDs in XSI exporter. Cant believe I missed that in the tuts... leaving this thread up for someone's future searches.


EDIT: Didnt work... later help with UV didnt help Either... still going basic.
 
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Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
First and last bump, Problem still occurring, anyone have experience with this?
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Are you using Mod Tool to do this? If so, then I've had a similar problem. If I take an object (cube, cylinder, etc) and just scale it, I usually get a collision model that represents the original shape of the object (ie, when created and the radius is altered, etc). I believe I've even had the same thing happen if I just move polygon's around. However, I've remedied this by changing an object's shape by moving around its points.

Hopefully that'll help.
 

Altaco

L420: High Member
Jul 3, 2008
484
120
Try freezing your transforms before you compile? That's the only thing I can think of.
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
ok, think I got it, Mod tool throws out any in-editor scaling while making the phys boxes, the only thing you can do is move the points into position. I think the size it is when you first make the object has some effect as well on the scale of the finished product, not sure though.

thanks to all those who helped.

teacupphys.jpg
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
ULTIMATE FIX

after doing both the reference model and collision model, you have to "Frezee Transforms". When exporting the collision model, you have to go to the info panel, open the meshes and select GEOMETRY APROXIMATION, select POLY MESH tab and the un-check AUTOMATIC. :D


And for the tea cup model... I would make just a cube, or a cylinder as a collision model.
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
ULTIMATE FIX

after doing both the reference model and collision model, you have to "Frezee Transforms". When exporting the collision model, you have to go to the info panel, open the meshes and select GEOMETRY APROXIMATION, select POLY MESH tab and the un-check AUTOMATIC. :D


And for the tea cup model... I would make just a cube, or a cylinder as a collision model.

I did all those, and this is going to be a BIG teacup.
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
My first thoughts is that it could be a toy soldier/rat map because of the size, but you could be devious and fool us by making it an advertisement on a building. I've seen some factories do bottles they sell.
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
I honestly dont know what it is for, It was requested on the request thread, Im also uploading a small model for everyone else with a much simpler collision.