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Author Topic: [TOOL] [M2 edit] Collision Adder  (Read 13509 times)

schlumpf

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Re: [TOOL] [M2 edit] Collision Adder
« Reply #15 on: October 27, 2011, 06:23:07 pm »
You may want to look at the stacktrace of the crashed application as well as add debug output to see in which line the problem is.
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schlumpf

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Re: [TOOL] [M2 edit] Collision Adder
« Reply #16 on: October 27, 2011, 06:45:42 pm »
I just cleared the code up a bit out of boredom.
http://d.pr/ssJe
Clean code, guys!
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Mjollna

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Re: [TOOL] [M2 edit] Collision Adder
« Reply #17 on: October 27, 2011, 07:18:37 pm »
Wow, thank you :)
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Mjollna

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Re: [TOOL] [M2 edit] Collision Adder
« Reply #18 on: October 27, 2011, 08:54:12 pm »
lol, I feel bad, I should have seen my error (looks like I forgot to change nInd to nTri a few lines up) -_-
Thanks again.

I have a noob question... g++ complained with the include using < > (it couldn't find the files) and I had to change to " " to compile... I tried to read about the difference (quick googling), but I'm not really sure if it changes something in the end or not... Is it really bad to use one instead of the other ?
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schlumpf

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Re: [TOOL] [M2 edit] Collision Adder
« Reply #19 on: October 27, 2011, 09:08:21 pm »
" is relative to the current directory. < is relative to the search path specified to the compiler, usually with -I.
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Mjollna

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Re: [TOOL] [M2 edit] Collision Adder
« Reply #20 on: October 27, 2011, 09:38:28 pm »
Ok, thank you :)

I upload a compiled version (no changes).

Direct link : http://www.file-upload.net/download-383 ... 7.zip.html
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Vel

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Re: [TOOL] [M2 edit] Collision Adder
« Reply #21 on: October 27, 2011, 09:48:48 pm »
Quote from: "Mjollna"
Ok, thank you :)

I upload a compiled version (no changes).

Direct link : http://www.file-upload.net/download-383 ... 7.zip.html
Code: [Select]
C:Documents and SettingsUser>D:TempCollisioncollisionadderCollisionAdder.e
xe D:TempCollisioncollisionadderEnclaveWallpost.m2
 Loading Model D:TempCollisioncollisionadderEnclaveWallpost.m2
 Loading Skin D:TempCollisioncollisionadderEnclaveWallpost00.skin
Saving Changes

Thank Mjollna, you're the best!

During the day, I'll look at all of its remaining models.
\\
up1: checked for 12 models (which had not previously worked) - on a new version works
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Mjollna

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Re: [TOOL] [M2 edit] Collision Adder
« Reply #22 on: October 27, 2011, 10:09:33 pm »
You'll have to thank Schlumpf on this one, not me :)
I just uploaded a compiled version.
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Steff

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Re: [TOOL] [M2 edit] Collision Adder
« Reply #23 on: October 27, 2011, 11:00:37 pm »
We all should thank schlump... Thanks Schlumpf ;)
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thesixth

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Re: [TOOL] [M2 edit] Collision Adder
« Reply #24 on: December 02, 2011, 12:58:35 pm »
Sorry if this is just a stupid question, but by adding collision to a model.. like a character model, makes it so, that one cannot simply just walk thrugh him anymore?
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0===];;;;;;;;::::> [size=50] I am a swedish. Please execute me, my english is no very, very good.[/size]

Vel

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Re: [TOOL] [M2 edit] Collision Adder
« Reply #25 on: December 02, 2011, 01:34:38 pm »
no, collision on character needs to interact with the world.
(Gnome can get into the fireplace(link) in the tavern in Goldshire, but a human can not.)
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schlumpf

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Re: [TOOL] [M2 edit] Collision Adder
« Reply #26 on: December 02, 2011, 01:39:33 pm »
Characters / units are not checked for collision against each other. They do have collision, else they could not collide with the world around them.

Also, collision cannot be animated which would be really odd for more than a basic box used for collision.

To enable collision between units one would have to modify the client in depth, thus being pretty much impossible.

You can do pseudo collision for unit movement server side though. This would be odd for players though as not known by the client. For DotaWoW, they did collision for NPCs being regarded in path finding.
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Alastor

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Re: [TOOL] [M2 edit] Collision Adder
« Reply #27 on: May 20, 2014, 10:04:31 pm »
One Stupid Question ...
What About Collision Remover ? or do you know any way how to *fak* up with collisons ?
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schlumpf

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Re: [TOOL] [M2 edit] Collision Adder
« Reply #28 on: May 20, 2014, 10:49:13 pm »
Quote from: "dahaga"
One Stupid Question ...
What About Collision Remover ? or do you know any way how to *fak* up with collisons ?

http://wowdev.wiki/index.php?tit ... tLK#Header
let
Code: [Select]
0x0BC Vec3F[2] BoundingBox
0x0D4 float BoundingRadius
0x0D8 uint32 nBoundingTriangles
0x0DC uint32 ofsBoundingTriangles Our bounding volumes. Similar structure like in the old ofsViews.
0x0E0 uint32 nBoundingVertices
0x0E4 uint32 ofsBoundingVertices
0x0E8 uint32 nBoundingNormals
0x0EC uint32 ofsBoundingNormals
all be zero.
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Alastor

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Re: [TOOL] [M2 edit] Collision Adder
« Reply #29 on: May 21, 2014, 01:13:52 am »
Oh i was wondering its something around bounding box
Thanks for this
i tried my model (quicksand) and all worked well
idc
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
No matter how fast light travels it finds the darkness has always got there first and is waiting for it
Star Citizen Referral Code : STAR-XNFS-HVL9