![]() |
![]() |
|
#1
|
|||
|
|||
|
When exporting static mesh objects, if I do FBX, the collision does not import at all. If I do the same exact objects but ASE, the collision is imported correctly, but anytime I import an ASE, I get a "too many vertacies generated" error, but the mesh loads just fine.
The naming is obviously correct, or it wouldn't work in ASE. Is there something that has to be done to import FBX with collision? I'm using the UDN website documentation, but its very limited. Does the error even matter when importing ASE, is there something I need to do to prevent it? |
|
|
|||
|
|||
|
I am gathering information. Please stand by.
|
|
#3
|
|||
|
|||
|
Ohh, and Im using the UBX_meshname prefix. UCX_ didnt work with .FBX file extension either, didn't try with .ase, it would have takeen too long to rename all 78 collision box's, for the one section of wall im trying to export..
Last edited by Srinidhalaya; 06-25-2012 at 11:03 AM. |
|
|
|||
|
|||
|
Oh, if you are using numerous collision boxes then you may be potentially exceeding the capability of the engine to digest them all. The engine will break down a convex collision model into small "bite size" pieces. Try super simplifying your collision model down to < 4 and see what the import process does to your collision model.
|
|
#5
|
|||
|
|||
|
That makes since. Essentially its just a wall with windows. My problem is I don't want to lose all my windows, and I don't want to break it up into too many mesh to import. I'll see what I can do though.
What about the vertacies error, that occurs when importing anything ASE, including a basic cube, without collision mesh or texture. EDIT: Yeah, FBX did import the collision with low number box's. Is there a more simple way to make proper window collision, besides surrounding it with box's? I'll try breaking down my structure walls into quadrants...This is the beast I'm working on.... http://forums.tripwireinteractive.co...ad.php?t=80614 There will be roughly 260 windows in this building intact, both sides totaled. I plan to blow several chuncks of the building away from "bombing runs", so mabye half that, 130 finshed product... Last edited by Srinidhalaya; 06-25-2012 at 11:33 AM. |
|
|
|||
|
|||
|
To be honest, I'd suggest avoiding having a collision model on the building itself and just use engine's BlockingVolume to get the collision on the building model. You'd want to maintain the floors with proper mesh with collision or BSP but the bulk of the collision work can be handled by BlockingVolumes.
|
|
#7
|
|||
|
|||
|
EDIT:
Can blocking volumes overlap each other? If so, that would cut down on work load. I assume they would work just like any volume, and the volume would need to be limited to basically that same "space" the collision mesh would, but collision mesh cannot overlap. It would reduce the collision box count from my 78 box's (not overlapping), to about 15-20 volumes (overlapping). Is there a limit on blocking volumes? I know with the brushes, once I passed about a hundred or so, textures and entire brushes would disappear; and if so, then I would have to be very selective about what I volume block vs collision mesh. Thanks for the tip! Can we rename you, from Swag to, DaKind? :P Last edited by Srinidhalaya; 06-25-2012 at 05:07 PM. |
|
|
|||
|
|||
|
Quote:
You can call me anything you like except late for supper. ![]() EDIT: Post 256, aw yeah. My posts are finally on the grid.
|
|
#9
|
|||
|
|||
|
wow wow, we barely know each other, I think dinner is a bit...soon? I haven't even seen the inside of your tank yet.
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|