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translate vertices points into collision model

Posted: Sun Oct 19, 2008 8:04 am
by bcnipod
Is there a fast and easy way to translate all the points in a model to a new collision model tag?

Posted: Sun Oct 19, 2008 8:08 am
by DeadHamster
Tool.


Didn't you get CE running on macs? Does that include the HEK?

Posted: Sun Oct 19, 2008 8:11 am
by bcnipod
DeadHamster wrote:Tool.


Didn't you get CE running on macs? Does that include the HEK?
that was extremely unstable on macs, and only intel macs. I have a PPC mac, and have started using darwin, but i am not pleased with the idea of inputting a couple thousand sets of xyz points.

Posted: Sun Oct 19, 2008 8:23 am
by DeadHamster
Oh thats not even the hard part. After that you have to enter all the information for edges, and planes and surfaces, and how they correspond. BSP3D Nodes and BSP2D Nodes, BSP2D References, and all the values that exist for each of those. For a simple collision like the log, there are 224 values, for an 8 vert 6 side box, that you'd have to enter.

And you have to figure out what all those values are, based solely on your model.



And thats just for the actual collision data, not including the health and shields and that stuff.

Posted: Sun Oct 19, 2008 8:34 am
by bcnipod
DeadHamster wrote:Oh thats not even the hard part. After that you have to enter all the information for edges, and planes and surfaces, and how they correspond. BSP3D Nodes and BSP2D Nodes, BSP2D References, and all the values that exist for each of those. For a simple collision like the log, there are 224 values, for an 8 vert 6 side box, that you'd have to enter.

And you have to figure out what all those values are, based solely on your model.



And thats just for the actual collision data, not including the health and shields and that stuff.
thank you for that astute observation. your point is driven home by the fact I have over 100000 verts in this model.

Posted: Sun Oct 19, 2008 8:39 am
by DeadHamster
Mhm, wish I could help more. Your best bet at this moment would be to find someone able to use Tool and get them to compile it for you. I would offer, but everything I do with CE fails miserably.

And jesus, 100,000 verts? What do you have a....... ahhhhhh I think I get where you're going with this.


If you're doing what I think you are, thats smart. Good luck with that.

Posted: Sun Oct 19, 2008 8:41 am
by bcnipod
DeadHamster wrote:Mhm, wish I could help more. Your best bet at this moment would be to find someone able to use Tool and get them to compile it for you. I would offer, but everything I do with CE fails miserably.

And jesus, 100,000 verts? What do you have a....... ahhhhhh I think I get where you're going with this.


If you're doing what I think you are, thats smart. Good luck with that.
PM me about it, also I guess my model file is not being friendly...

Posted: Sun Oct 19, 2008 11:35 am
by Andrew_b
correction. It has 38,000 vertices. Or somewhere around there.

Posted: Sun Oct 19, 2008 12:19 pm
by conure
Models are never made into collision models.
A new seprate low poly model is made int its place, the game cant handle to complex of collision model

Posted: Sun Oct 19, 2008 12:59 pm
by bcnipod
Conure, is there something in a magic bag somewhere that could do this?

Posted: Sun Oct 19, 2008 1:04 pm
by Choking Victim
There's more to the collision model tag than vertex positions, much more.

Posted: Sun Oct 19, 2008 1:50 pm
by DeadHamster
The stickied collision topic is more a joke then anything else for modern modders. The only bit of useful information I found in it was the part of XOrange editing a collision model with a hex editor, which as of a few days ago is also useless and outdated.


The HEK is far superior as a resource.

Posted: Sun Oct 19, 2008 2:00 pm
by Altimit01
So you wouldn't happen to know the process by which it subdivides the model shape, and how all of that is stored in a coll tag?

Posted: Sun Oct 19, 2008 2:09 pm
by Choking Victim
Altimit01 wrote:So you wouldn't happen to know the process by which it subdivides the model shape, and how all of that is stored in a coll tag?
I had a method awhile back to extract collision models with faces, though it was buggy in the sense that it kept creating multiple faces using the same 3 vertex indices. I never fooled with collision model injection, but i know each hitbox is separated into 'Bsps', however I don't understand how the bsp3d nodes, planes, leaves, and bsp2d reference data is calculated.

Posted: Sun Oct 19, 2008 2:33 pm
by conure
Right, well i know next to nothing about how collision models are made from jms files. Since you both know everything about this process would one (or both) of you please post a detailed explanation of this process.

Humbly ignorant,
conure

Posted: Mon Oct 20, 2008 2:11 pm
by bcnipod
I just logged on for the first time since yesterday afternoon. And if I do recall your first post it was just stating that there were more to collision models than vertices, I know that. I was asking if there was a way to translate all the vertices I have without having to type each one into Darwin to make a new tag. The other parts are not important at this current time in the translation.