Forum

> > Stranded II > General > Collision on watercraft behavior units
Forums overviewStranded II overviewGeneral overviewLog in to reply

English Collision on watercraft behavior units

2 replies
To the start Previous 1 Next To the start

old Collision on watercraft behavior units

JasJack67
Super User Off Offline

Quote
So I tried several times/ways to import the Sailcraft into modeling programs to modify them. The problem is when I import them back into the gfx folder as a B3D it has lost it's collision.

So even the menu cannot be opened to "use" it. Nor can you climb on it or hit it to destroy it.

Can anyone tell me what is the difference from this "watercraft" model compared to other regular objects? I have modified many objects and their collision is not affected?

I tested this on Barbosa's big sailraft too, and it does the same thing. What am I missing?

P.S. Another thing I tried was to set the col=# in definition with x & y col set too...this allowed me to hit the spot and destroy it, but even then the model freezes and does not "free self" like it should.

P.P.S Another thing I tried was simply importing it and then exporting it without doing a dam thing to it...and the collision is gone...so it's got to be with "how" it's exported? or it's missing some info on import?

old Re: Collision on watercraft behavior units

Hurri04
Super User Off Offline

Quote
it would probably be important to know which program you use to import/edit/export the model.

I just tried something with the yacht, sailraft and logboat in the editor: when placing them on a map, going into test mode and coming back to the editor (2x F12) with debug mode on there seems to be a (slightly transparent) collision box version of them that is not even rotated correctly if the main one has been rotated.

also there seems to be no script attached to those units that would set the player y-position upwards on a timer or something, even though he should usually fall right through because units usually have no collision in S2.

I guess this stuff is being done in the hardcoded part of the game, probably for performance reasons, and since it uses the model information to determine whether you're still on the ship in xz-coordinates there's probably some problem with the program you're using.

old Re: Collision on watercraft behavior units

JasJack67
Super User Off Offline

Quote
Hi Hurry! Hope your doing well...good to see you again.

Hey, I tried milkshape, deled, & wing3d...I didn't see any extra alpha textures for invisible collision boxes, or collision boxes.

so i guess maybe the 3 models I know of had the source code edited for them? I know of the S2 Sailraft, Big Sailraft by barbosa, and then a GRship german ship by Colonial_Militia. I tried importing/exporting all 3 of these models and the collision is lost...yet i see no collision boxes on import.

ok thanks man...guess Ill put this on the back-burner for now.
~thanks for your reply!

edit:ok, I renamed the actual sailraft model to .old then the model I imported and exported i gave it the sailraft.b3d name/script/id and still got the same result. In hopes that the source code would render the model with the collision of the original sailraft. Not!

As the watercraft is a unit, I am thinking that there is a animation on the watercraft (or a fake animation?)that is being lost when I import the model. When I put the model with lost collision on the map in the editor, it throws an error saying "the model has no animation". Or something idk
edited 4×, last 21.11.14 02:26:00 am
To the start Previous 1 Next To the start
Log in to replyGeneral overviewStranded II overviewForums overview