A curious ragdoll collision problem

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Cizjut

FNG / Fresh Meat
May 18, 2009
29
0
0
This is a curious problem I had in UT2004 when i mapped just for giggles, and i want to ask if this does happen in KF: When i created a custom static mesh in UE2 for UT, the static meshes had a correct collision with everything, i could jump and shoot them and they reacted as i wanted to. But when someone died over them, like a custom static mesh platform, the ragdoll passed right through it, no collision at all. I have never solved what causes it, or why do the ragdolls don't land in my static meshes. I looked for the problem, but i have never found anything about it. Since i'm planning on using a lot of custom SM for my KF map, i want to know why does it happen in UT and if it happens in KF? Also i still map in UT sometimes, any help would be great
 

shadowwill

FNG / Fresh Meat
Jun 14, 2007
535
78
0
This happens because you have not created a proper collision model. The model still has projectile collision and bullets can hit it, as well as players being able to move over it, but without the proper collision model, ragdolls and i think other karma objects will fall through it. I had this problem and solved it with my Crag map. I made huge rock meshes and the dead zombies and players fell through it. It was too complex to create a proper collision model so i solved it by converting the model to brush, then using the builder brush i got from it created a blocker volume from it that fit the mesh perfectly. The ragdols would then collide with it.

However i came across a problem using this method. Where i had deleted polys to optimise the mesh, i found huge invisible walls in the actual map, not the editor. I found out this was because it was getting confused with the missing polys so i filled them all in and closed off the gaps and it fixed the issue. You can also create the collision models form brushes 'save brush as collision' or something if you right click on it when you have the brushes selected along with the actual mesh.
 

Marco

Active member
May 23, 2009
645
232
43
Finland
Simple fix; on static mesh browser, select ur own mesh and set "UseSimpleKarmaCollision" to false.
 

Cizjut

FNG / Fresh Meat
May 18, 2009
29
0
0
I've done what you describe but it doesn't feel like a fix. If I am going to use a lot of platforms i can't create blocking bolumes and align them to each one. There has to be a way to make the static mesh completely collidable without those work arounds, right? Also the stock meshes from Tripwire i've been using doesn't have these problems, I can duplicate them, stand on it, and the ragdolls work just fine. I've been messing with them but I haven't found any difference in the properties yet
 

Cizjut

FNG / Fresh Meat
May 18, 2009
29
0
0
Simple fix; on static mesh browser, select ur own mesh and set "UseSimpleKarmaCollision" to false.

So far this worked, however, the doubt still remains. I'm reading about the collision models for SM, how do they exactly work? Why should my static meshes have proper collision models and how do I bind them to my Static Meshes?
 

shadowwill

FNG / Fresh Meat
Jun 14, 2007
535
78
0
I explained earlier how you work around these issues. Select your static mesh, right click, convert to brush. This will eave you with the red builder brush in the shape of your mesh. You can make this builder brush into a blocking volume which will let ragdolls collide with, and will also fit the mesh perfectly. You can also make this brush the actual collision model, select the brush AND the mesh and right click, something, save brush as collision. You should create proper collision models to optimise net play and reduce lag if i am correct.
 

Marco

Active member
May 23, 2009
645
232
43
Finland
Collision model is a simple collision version of the Mesh, you can eighter create it through "Collision Tools" drop-down menu in static mesh browser (to see mesh collision model select View > Show Collision) or then you do it in Maya/Lightwave before you import the ASE/LWO file (which I personally have no idea about). This can avoid player collision problems with complex models aswell as improve performace.
-And no, you do not need to convert static mesh into brush and brush into blocking volume (it isn't even recommended eighter).
 

shadowwill

FNG / Fresh Meat
Jun 14, 2007
535
78
0
Collision model is a simple collision version of the Mesh, you can eighter create it through "Collision Tools" drop-down menu in static mesh browser (to see mesh collision model select View > Show Collision) or then you do it in Maya/Lightwave before you import the ASE/LWO file (which I personally have no idea about). This can avoid player collision problems with complex models aswell as improve performace.
-And no, you do not need to convert static mesh into brush and brush into blocking volume (it isn't even recommended eighter).

Yes i know about the collision tools but found it too blocky. And yes my method may not be recommended, but you can create simple collision meshes from using brushes. However in my case since my rock mesh was pretty much half the map, the blocking volume was a great way around it.
 

Cizjut

FNG / Fresh Meat
May 18, 2009
29
0
0
Thanks, i finally solved it, and they're working properly. Now the other problem i have is lightning not properly casting over the mesh sides, but as if every polygon was a side of its own with its own shadow and looks godawful. Should i do another thread or can someone point me in the right direction?