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Mach has coll in SP yet there there is no coll or phmo?

Posted: Mon Mar 20, 2006 2:07 pm
by t_mann05
Yes im talking about the boss_platform found in deltacontrol.

I put it in MP but you fall right through it....

How can you give it collision in MP when it is not listed under the coll, or phmo? thanks

t_mann05

Posted: Mon Mar 20, 2006 2:11 pm
by Snaku
The mach is only in a cinema. When you actually fight on it, it's a part of the bsp.

Posted: Mon Mar 20, 2006 2:21 pm
by WaywornMmmmm
what I would do is import hlmt into your map, then duplicate any itmc. Also duplicate a mach already in the map. Then set the duplicated maches speed to 0 and change the hlmt of the mach to the imported hlmt. Then go to the duplicated itmc and change its deppendency to the duplicated mach, then change one of the itmcs in the scnr tag to the dupplicated itmc.

Posted: Mon Mar 20, 2006 2:28 pm
by Snaku
Um.... you could do that. Or you could give up. It doesn't have any freakin' collision.

Posted: Mon Mar 20, 2006 3:28 pm
by WaywornMmmmm
Part of the bsp means it is a scen so it does have collisions.

Posted: Mon Mar 20, 2006 3:32 pm
by Snaku
Hmm... hadn't thought of that. I might have to take a look at that sometime. Still, it seems to be the general consensus that it can't be done.

Posted: Mon Mar 20, 2006 4:18 pm
by WaywornMmmmm
Everything is possible through hex 8) :!: :!: ...or other apps and stuff.

Posted: Mon Mar 20, 2006 4:32 pm
by Snaku
I guess it depends on how you define possible. Technically it's possible, just like it's possible to build maps from scratch, but atm, nobody seems to have the ability.

Posted: Mon Mar 20, 2006 5:04 pm
by WaywornMmmmm
Well possible meaning that someone will or does have the ability to do it.

Posted: Mon Mar 20, 2006 7:23 pm
by shade45
Its actually bsp scenery, the mach is what you see in the cinematic it has no collision

Posted: Mon Mar 20, 2006 9:03 pm
by t_mann05
so can adding coll to this mach be done, or does it have to be a bsp conversion?

Posted: Tue Mar 21, 2006 6:06 am
by shade45
t_mann05 wrote:so can adding coll to this mach be done, or does it have to be a bsp conversion?
Yeah unfortunalty theres no way to give it coll without converting the bsp

Posted: Tue Mar 21, 2006 11:53 am
by t_mann05
Yeah well i got lost in your bsp tutorial at this part.....

-In coagulation go to the offset where the bsp raw1 starts now select a block the size of the raw data block we are going to add there, in our case shared[sbsp].sbsp(0)(0).raw1 is 1380 bytes, once you have the block selected go to the tab shared[sbsp].sbsp(0)(0).raw1 is open in in hex workshop and go to Edit->Select All then copy it and patse over the block you selected in coagulation.map

i cant see where you found the byte size for shared, or finding the offset where the bsp raw 1 starts for coag?

And i went into the uberlightmap tool, but didnt find the same values as u did for
Bsp Meta Start: 0x10F4200
Bsp Raw1 Start: 0x808200

I really want to follow your steps so i can learn this, but i went to go d/load ur mod and theres nothing there? just ur sig?

Posted: Wed Mar 22, 2006 2:13 pm
by Talin64
Just a FYI
Bsp Scenery is NOT part of the Level Bsp.