kat@Posted: Mon Sep 04, 2006 8:32 am    Post subject: : Be careful using that, when I played the Q3 version that bridge ended up being more frustating then a monkey pondering the meaning of life.

But yes, this is taking shape very nicely. Keep up the good work
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Herr W@Posted: Mon Sep 04, 2006 9:23 am    Post subject: : Agree with you: The Q3 bridge was pretty annoying. That map it is in was more a compilation of ideas than really balanced for good gameplay.

(To be honest: I never played it against anyone Rolling Eyes )
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kat@Posted: Mon Sep 04, 2006 5:45 pm    Post subject: :
Herr W wrote:
(To be honest: I never played it against anyone Rolling Eyes )
I have to confess to you thta monkeyMod has been the only mod that I've played because *I* wanted to, so hang in there with it, it's so different that once you get all the core stuff sorted out it'll be 'fun'.
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Herr W@Posted: Tue Sep 05, 2006 7:23 am    Post subject: : One idea is to put all single parts of the map on my website as prefabs. Maybe some guys have fun building new/better balanced maps of them.

The most important thing to me: Seeing my comic-people in action Very Happy
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Koroshiya Ichi@Posted: Mon May 29, 2006 12:45 pm    Post subject: Create Moveable Objects: Howdi, I'd greatly appreciate any help with that because Im struggling to find a tutorial and im not getting very far reading the existing moveable objects scripts either.

Basically, i've built a model in Maya, exported it to ASE, its textures work, its fine as a static mesh yada yada yada, but when I use the model as a moveable object I just get the message

Can't load collision model 'model name'

I had a look in moveable object scripts to see if there was anything that reference each to a specfic collision model but had no luck. Sorry this is pretty dum but it's got me pretty stuck. Cheers to anyone for help!



Brain Trepaning@Posted: Mon May 29, 2006 4:28 pm    Post subject: : bring the static mesh into DoomEd

Selection/Export/CM (collision model)

Browse for folder and model type

Save

Now ASE/LWO plus CM are in model folder

Make moveable DEF for ASE (no example here, sorry)
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Koroshiya Ichi@Posted: Mon May 29, 2006 11:31 pm    Post subject: : fantastic as always man!

cheers again



Kaiser@Posted: Fri Jun 02, 2006 4:41 am    Post subject: : I've been trying to do this as well.
But when I do selection->export->to cm, I type the name of my .lwo file and hit save but nothing happens, no file is saved at all.

Any idea what I could be doing wrong?
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Brain Trepaning@Posted: Fri Jun 02, 2006 3:26 pm    Post subject: : You are browsing for the folder with your LWO/ASE in it, searching by the model type option. When you see your model in its folder, you click on it, then press SAVE. Now your ASE/LWO and CM are in the model's folder.
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iceheart@Posted: Fri Jun 02, 2006 3:53 pm    Post subject: : You can also make a separate layer in your lwo textured with common/collision (I think, can't check right now).
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rich_is_bored@Posted: Fri Jun 02, 2006 10:09 pm    Post subject: : Actually I don't think Doom 3 can read LWOs with multiple layers.
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iceheart@Posted: Fri Jun 02, 2006 10:47 pm    Post subject: : Embarassed Right, forget about that stuff, just texture it with "textures/common/collision".
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jlamb@Posted: Sat Jun 03, 2006 5:35 pm    Post subject: : It threw me off a little when I had launched the editor from the console while running a mod, and then exported a .cm; it created the .cm in a new base folder in the plugin folder. I was really baffled at first when no new file was being created on the desktop Embarassed


Herr W@Posted: Thu Aug 31, 2006 9:46 am    Post subject: : I tried to make a collision model for that cartoon-ey barrel you can see below, but failed with both methods, Brain's and iceheart's.



My first guess was that this is caused by the upper, open side of the mesh,
but even if I build a new collision geometry around the whole thing (and put "textures/common/collision" in the .ase's material path), it's only the lower part you can hit. Sad

Hm... Is there something wrong with the .def file?!
Code:
entityDef herr_ws_fass
{
   "inherit"            "moveable_base_fixed"
   "editor_color"            "1 .5 0"

   "spawnclass"            "idBarrel"
   "model"               "models/mapobjects/bb2/fass_01.ASE"
   "density"               "0.005"
   "friction"               "0.1"
   "bouncyness"            "0.2"
   "snd_bounce"            "barrel_impact"
//   "explode"            "0"
}

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kat@Posted: Thu Aug 31, 2006 3:41 pm    Post subject: :
Herr W wrote:
I tried to make a collision model for that cartoon-ey barrel you can see below, but failed with both methods, Brain's and iceheart's.



My first guess was that this is caused by the upper, open side of the mesh,
but even if I build a new collision geometry around the whole thing (and put "textures/common/collision" in the .ase's material path), it's only the lower part you can hit. Sad

Hm... Is there something wrong with the .def file?!
Code:
entityDef herr_ws_fass
{
   "inherit"            "moveable_base_fixed"
   "editor_color"            "1 .5 0"

   "spawnclass"            "idBarrel"
   "model"               "models/mapobjects/bb2/fass_01.ASE"
   "density"               "0.005"
   "friction"               "0.1"
   "bouncyness"            "0.2"
   "snd_bounce"            "barrel_impact"
//   "explode"            "0"
}
Hmm, ok bear with me on this because I'm not 100% sure about it, but;

There are two 'types' of collision;

1 : Impacts
2 : Movement

You want No.2 by the looks of things which means that the object needs to be an MD5 and have bones, in your case an origin and 'body' bone, because that's what the ragdoll tags itself onto (which it looks like your using based on the shot you have there).

I'm seriosuly guessing here so check through the game for similar objects, I *think* you'll find they're MD5s (all the env_ entities etc.).

In other words, the open side of the mesh has no effect because it should be using the collision box; technically (and this is without seeing the inside of the mesh) it looks like your actual mesh *is* closed, it's just been designed in the shape of a barrel.
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Herr W@Posted: Fri Sep 01, 2006 8:16 am    Post subject: : Thanks for the quick reply, kat!

I checked moveable.def and found that most of the objects in it are .ASEs or .LWOs, for example this two barrels next to mine:

Their .defs look like this:
Code:
entityDef moveable_barrel2 {
   "inherit"               "moveable_base_fixed"
   "model"                  "models/mapobjects/fuel_barrel/p_barrel.ase"
   "density"               "0.005"
   "friction"               "0.1"
   "bouncyness"            "0.2"
   "snd_bounce"            "metal_barrel_impact"
}

entityDef moveable_barrel3 {
   "inherit"               "moveable_base_barrel"
   "model"                  "models/mapobjects/fuel_barrel/exp_barrel.lwo"
   "density"               "0.005"
   "friction"               "0.2"
   "bouncyness"            "0.2"
   "networksync"            "1"

   "snd_bounce"            "metal_barrel_impact"

}

... and they behave exactly the way I would like mine to do.

I guess I have to try around with the collision model a little more. As you can see from the first screenshot, it doesn't fit the size an shape of my model at all.
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kat@Posted: Fri Sep 01, 2006 8:22 am    Post subject: : How 'complex' is your collision hull on your barrel? They can't have more than 16 faces or something iirc, so you're basically stuck with a 'box' for that barrel.

Also, make sure that the point of origin (POO get it! 'POOO') isn't actually at the bottom of the barrel, centre the object on Max's grid at it's centre of mass. You may be casuing problems becasue the models POO is clipping the surface it's sitting on.

Also, also, make sure you export the CM *with* the ASE and that it's a separate object.

Thanks all I can think for now.. need sleep.....
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BlackArmsShadow@Posted: Fri Sep 01, 2006 8:44 am    Post subject: : My personal way of doing it is to make a playerclip func_static on where I want the model's clipping to be, and set that as bind(ed) and the collision model. Yeah, sure, it's not really the proper way of doing it, but it works jus' fine. Smile
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Close my eyes and feel it burn - Now I see what I've gotta do

OPEN YOUR HEART, IT'S GONNA BE ALRIGHT



Herr W@Posted: Fri Sep 01, 2006 10:16 am    Post subject: : Okay, I finally got it! The way it works for me is building a separate, low-poly model and define that as "clipmodel" (in the barrels .def file).

Code:
entityDef herr_ws_fass
{
   "inherit"            "moveable_base_fixed"
   "editor_color"            "1 .5 0"
   "spawnclass"            "idBarrel"
   "model"               "models/mapobjects/bb2/fass_01.ASE"
   "clipmodel"            "models/mapobjects/bb2/fass_01cm.ASE"
   "density"               "0.005"
   "friction"               "0.1"
   "bouncyness"            "0.2"
   "snd_bounce"            "barrel_impact"
//   "explode"            "0"
}

Was absolutely worth spending time on that. - Look how cool the barrels swim on Lloyd's water-physics water! Very Happy


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Herr W@Posted: Fri Sep 01, 2006 10:26 am    Post subject: : Hey! That could be a great method for my bridge, too!!!

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kat@Posted: Fri Sep 01, 2006 4:36 pm    Post subject: : Make sure you add a clipbrush around the island otherwise those thing will float off into the sunset!
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Herr W@Posted: Sat Sep 02, 2006 10:15 am    Post subject: :
Quote:
Make sure you add a clipbrush around the island otherwise those thing will float off into the sunset!

Done!
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=NoMercy=@Posted: Sat Sep 02, 2006 5:19 pm    Post subject: : That looks so fun!


Herr W@Posted: Mon Sep 04, 2006 8:25 am    Post subject: : ... And I hope, the new "physics-" bridge will add some fun to the gameplay:

- Inspiring confidence, isn't it?!
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Koroshiya Ichi@Posted: Mon May 29, 2006 12:45 pm    Post subject: Create Moveable Objects: Howdi, I'd greatly appreciate any help with that because Im struggling to find a tutorial and im not getting very far reading the existing moveable objects scripts either.

Basically, i've built a model in Maya, exported it to ASE, its textures work, its fine as a static mesh yada yada yada, but when I use the model as a moveable object I just get the message

Can't load collision model 'model name'

I had a look in moveable object scripts to see if there was anything that reference each to a specfic collision model but had no luck. Sorry this is pretty dum but it's got me pretty stuck. Cheers to anyone for help!



Brain Trepaning@Posted: Mon May 29, 2006 4:28 pm    Post subject: : bring the static mesh into DoomEd

Selection/Export/CM (collision model)

Browse for folder and model type

Save

Now ASE/LWO plus CM are in model folder

Make moveable DEF for ASE (no example here, sorry)
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Koroshiya Ichi@Posted: Mon May 29, 2006 11:31 pm    Post subject: : fantastic as always man!

cheers again



Kaiser@Posted: Fri Jun 02, 2006 4:41 am    Post subject: : I've been trying to do this as well.
But when I do selection->export->to cm, I type the name of my .lwo file and hit save but nothing happens, no file is saved at all.

Any idea what I could be doing wrong?
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Brain Trepaning@Posted: Fri Jun 02, 2006 3:26 pm    Post subject: : You are browsing for the folder with your LWO/ASE in it, searching by the model type option. When you see your model in its folder, you click on it, then press SAVE. Now your ASE/LWO and CM are in the model's folder.
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iceheart@Posted: Fri Jun 02, 2006 3:53 pm    Post subject: : You can also make a separate layer in your lwo textured with common/collision (I think, can't check right now).
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rich_is_bored@Posted: Fri Jun 02, 2006 10:09 pm    Post subject: : Actually I don't think Doom 3 can read LWOs with multiple layers.
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iceheart@Posted: Fri Jun 02, 2006 10:47 pm    Post subject: : Embarassed Right, forget about that stuff, just texture it with "textures/common/collision".
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jlamb@Posted: Sat Jun 03, 2006 5:35 pm    Post subject: : It threw me off a little when I had launched the editor from the console while running a mod, and then exported a .cm; it created the .cm in a new base folder in the plugin folder. I was really baffled at first when no new file was being created on the desktop Embarassed


Herr W@Posted: Thu Aug 31, 2006 9:46 am    Post subject: : I tried to make a collision model for that cartoon-ey barrel you can see below, but failed with both methods, Brain's and iceheart's.



My first guess was that this is caused by the upper, open side of the mesh,
but even if I build a new collision geometry around the whole thing (and put "textures/common/collision" in the .ase's material path), it's only the lower part you can hit. Sad

Hm... Is there something wrong with the .def file?!
Code:
entityDef herr_ws_fass
{
   "inherit"            "moveable_base_fixed"
   "editor_color"            "1 .5 0"

   "spawnclass"            "idBarrel"
   "model"               "models/mapobjects/bb2/fass_01.ASE"
   "density"               "0.005"
   "friction"               "0.1"
   "bouncyness"            "0.2"
   "snd_bounce"            "barrel_impact"
//   "explode"            "0"
}

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kat@Posted: Thu Aug 31, 2006 3:41 pm    Post subject: :
Herr W wrote:
I tried to make a collision model for that cartoon-ey barrel you can see below, but failed with both methods, Brain's and iceheart's.



My first guess was that this is caused by the upper, open side of the mesh,
but even if I build a new collision geometry around the whole thing (and put "textures/common/collision" in the .ase's material path), it's only the lower part you can hit. Sad

Hm... Is there something wrong with the .def file?!
Code:
entityDef herr_ws_fass
{
   "inherit"            "moveable_base_fixed"
   "editor_color"            "1 .5 0"

   "spawnclass"            "idBarrel"
   "model"               "models/mapobjects/bb2/fass_01.ASE"
   "density"               "0.005"
   "friction"               "0.1"
   "bouncyness"            "0.2"
   "snd_bounce"            "barrel_impact"
//   "explode"            "0"
}
Hmm, ok bear with me on this because I'm not 100% sure about it, but;

There are two 'types' of collision;

1 : Impacts
2 : Movement

You want No.2 by the looks of things which means that the object needs to be an MD5 and have bones, in your case an origin and 'body' bone, because that's what the ragdoll tags itself onto (which it looks like your using based on the shot you have there).

I'm seriosuly guessing here so check through the game for similar objects, I *think* you'll find they're MD5s (all the env_ entities etc.).

In other words, the open side of the mesh has no effect because it should be using the collision box; technically (and this is without seeing the inside of the mesh) it looks like your actual mesh *is* closed, it's just been designed in the shape of a barrel.
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Herr W@Posted: Fri Sep 01, 2006 8:16 am    Post subject: : Thanks for the quick reply, kat!

I checked moveable.def and found that most of the objects in it are .ASEs or .LWOs, for example this two barrels next to mine:

Their .defs look like this:
Code:
entityDef moveable_barrel2 {
   "inherit"               "moveable_base_fixed"
   "model"                  "models/mapobjects/fuel_barrel/p_barrel.ase"
   "density"               "0.005"
   "friction"               "0.1"
   "bouncyness"            "0.2"
   "snd_bounce"            "metal_barrel_impact"
}

entityDef moveable_barrel3 {
   "inherit"               "moveable_base_barrel"
   "model"                  "models/mapobjects/fuel_barrel/exp_barrel.lwo"
   "density"               "0.005"
   "friction"               "0.2"
   "bouncyness"            "0.2"
   "networksync"            "1"

   "snd_bounce"            "metal_barrel_impact"

}

... and they behave exactly the way I would like mine to do.

I guess I have to try around with the collision model a little more. As you can see from the first screenshot, it doesn't fit the size an shape of my model at all.
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kat@Posted: Fri Sep 01, 2006 8:22 am    Post subject: : How 'complex' is your collision hull on your barrel? They can't have more than 16 faces or something iirc, so you're basically stuck with a 'box' for that barrel.

Also, make sure that the point of origin (POO get it! 'POOO') isn't actually at the bottom of the barrel, centre the object on Max's grid at it's centre of mass. You may be casuing problems becasue the models POO is clipping the surface it's sitting on.

Also, also, make sure you export the CM *with* the ASE and that it's a separate object.

Thanks all I can think for now.. need sleep.....
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BlackArmsShadow@Posted: Fri Sep 01, 2006 8:44 am    Post subject: : My personal way of doing it is to make a playerclip func_static on where I want the model's clipping to be, and set that as bind(ed) and the collision model. Yeah, sure, it's not really the proper way of doing it, but it works jus' fine. Smile
_________________

I'm not gonna think this way - Nor will I count on others
Close my eyes and feel it burn - Now I see what I've gotta do

OPEN YOUR HEART, IT'S GONNA BE ALRIGHT



Herr W@Posted: Fri Sep 01, 2006 10:16 am    Post subject: : Okay, I finally got it! The way it works for me is building a separate, low-poly model and define that as "clipmodel" (in the barrels .def file).

Code:
entityDef herr_ws_fass
{
   "inherit"            "moveable_base_fixed"
   "editor_color"            "1 .5 0"
   "spawnclass"            "idBarrel"
   "model"               "models/mapobjects/bb2/fass_01.ASE"
   "clipmodel"            "models/mapobjects/bb2/fass_01cm.ASE"
   "density"               "0.005"
   "friction"               "0.1"
   "bouncyness"            "0.2"
   "snd_bounce"            "barrel_impact"
//   "explode"            "0"
}

Was absolutely worth spending time on that. - Look how cool the barrels swim on Lloyd's water-physics water! Very Happy


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Herr W@Posted: Fri Sep 01, 2006 10:26 am    Post subject: : Hey! That could be a great method for my bridge, too!!!

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kat@Posted: Fri Sep 01, 2006 4:36 pm    Post subject: : Make sure you add a clipbrush around the island otherwise those thing will float off into the sunset!
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Herr W@Posted: Sat Sep 02, 2006 10:15 am    Post subject: :
Quote:
Make sure you add a clipbrush around the island otherwise those thing will float off into the sunset!

Done!
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=NoMercy=@Posted: Sat Sep 02, 2006 5:19 pm    Post subject: : That looks so fun!


Herr W@Posted: Mon Sep 04, 2006 8:25 am    Post subject: : ... And I hope, the new "physics-" bridge will add some fun to the gameplay:

- Inspiring confidence, isn't it?!
_________________
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kat@Posted: Mon Sep 04, 2006 8:32 am    Post subject: : Be careful using that, when I played the Q3 version that bridge ended up being more frustating then a monkey pondering the meaning of life.

But yes, this is taking shape very nicely. Keep up the good work
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Herr W@Posted: Mon Sep 04, 2006 9:23 am    Post subject: : Agree with you: The Q3 bridge was pretty annoying. That map it is in was more a compilation of ideas than really balanced for good gameplay.

(To be honest: I never played it against anyone Rolling Eyes )
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kat@Posted: Mon Sep 04, 2006 5:45 pm    Post subject: :
Herr W wrote:
(To be honest: I never played it against anyone Rolling Eyes )
I have to confess to you thta monkeyMod has been the only mod that I've played because *I* wanted to, so hang in there with it, it's so different that once you get all the core stuff sorted out it'll be 'fun'.
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Herr W@Posted: Tue Sep 05, 2006 7:23 am    Post subject: : One idea is to put all single parts of the map on my website as prefabs. Maybe some guys have fun building new/better balanced maps of them.

The most important thing to me: Seeing my comic-people in action Very Happy
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