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Attention:
COL Discussion Making things solid
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charlesbesso  |
Posted: Tuesday, Mar 22 2005, 07:49
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Player Hater

Group: Members
Joined: Feb 14, 2005

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can someone help me I'm missing something obviously.
ok I'm trying to add collision to the dock crane in portland, which the col for is in /gta3maps/making/making.col listed as "dockcranescale"
I open the dff in z-modeler, add a new spline to the hole in question, fill it's surface so it's just two polygon's, I then exported it as .x and edited the file as per steve-m's tutorial, then I used colmaker and fliped the x axis as ryan suggested in pm, and saved as dockcranescale.col. then I used coleditor to load making.col and replaced the default dockcranscale with the newly created dockcranescale.col from colmaker. but when I go ingame it's still unsolid where I just edited it. any clue what I'm messing up in the process?
thanks for the help.
note the model has a slanted top, and zmod wont let me see the orginal vertices otherwise I'd just do a spline fill as two poly's on the col and export it, this model has high poly's on both the dff and col as it's a fairly complex object, I've tried using a new spline fill as stated but I have no idea how to weld the new spline to the orginal object.
This post has been edited by charlesbesso on Tuesday, Mar 22 2005, 10:45
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charlesbesso  |
Posted: Tuesday, Mar 22 2005, 12:31
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Player Hater

Group: Members
Joined: Feb 14, 2005

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I'm using max now and the panda express is giving me errors the text it's generating has alot of referrances to "DWORD" so I think there's an api problem going on.
I have good news thanks to your help I have edited the dock crane and it is now solid as a rock ;] only took 6 more poly's to do it too. I'm going to try tackling some other collision's today, now I'm off to do another collision file, ryan you and me should start networking on what collision's which of us should handle so we don't overlap each other's progress. alright I'll be back in the forums later today hopefully with another postive update.
update - ok I did the same with indhibuild2, it's the building in collision1.jpg, it is substantly high in polygon's though if anyone comes up with a open source or freeware way to lower the polygon counts please point it out to me (ryan mentioned NuGraf but that's a $395 dollar plugin) one benefit of building the col out of the dff was that the balcony is completely solid including the barrier on the edge (high rise sniping anyone? ;] )
second update - ok I found a stand alone program called VizUP that automaticlly reduced the .col's without marring the model in any visual fashion problem being it's $700, if anyone knows modeler's ask around about an open source or freeware solution to this issue.
This post has been edited by charlesbesso on Tuesday, Mar 22 2005, 15:22
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charlesbesso  |
Posted: Wednesday, Mar 23 2005, 09:43
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Player Hater

Group: Members
Joined: Feb 14, 2005

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a stern warning needs to be made, I am using windows xp sp1 updated as much as possible on an AMD Athlon XP 2400 using an nforce2 chipset, after I launched the game with the list of new collisions I modified the game crashed with a memory error before it could launch the opening movie and this corrupted explorer.exe to the point where if I tried to copy a file or move an icon it would continuely crash, rebooting did not fix it, so as a general rule of thumb I believe we should import new collision models one by one for testing and then collect them into an archieve for when the poly reducer situation is handled that way there will be a far less chance of this error happening to anyone else contributing to the project.
[QUOTE]I got an idea. First make a roof of the building. Then make the collision. Then delete all the collisions EXCEPT the roof. Now MERGE it with Rockstar's collsions. Just my theory.
that seems like a great idea but as to how we go about that I'm clueless, I have no way of measuring the areas that are without collisions, without being able to access the orginal vertices there is also no way to weld the objects together but if we could measure the dimensions of the gaps then we could generate a .col though it'd have to be manually added to the orginal .col's which is beyond the scope of my knownledge. also some buildings such as block_maindrag to the left of the hospital in portland when facing west is a problematic model that has multiple level's of heights as well as the center which is unsolid even after running the .x of the .dff through collmaker.
as for getting rid of all unessacary vc content, I'm all for it and moving the projects .col's inside or outside of the img is all fine and dandy the less confusion and the more organized the smoother the project will progress.
well I'm off to make more col's from the images i've collected.
update - I did what Jcab did and it seems to load the .col's faster outside of the image, I didn't notice any problems at all having the files outside of the image but I just crashed with this exception
Exception at address: 0x004BB557 Last opcode executed: 0001 wait In thread: ambul_m
seems like every crash I've seen has been in the ambul_m thread or in the train thread. anyways moving the col's out of the image seems perfectly reasonable.
This post has been edited by charlesbesso on Wednesday, Mar 23 2005, 11:04
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Ryan_  |
Posted: Thursday, Mar 24 2005, 00:52
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Ryan_

Group: Members
Joined: Sep 6, 2002


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Well things are going well at this end. I have all updated cols for relevent objects within the temppart.col and I am 75% of the way through industne.col files. My game runs just fine with my colfiles, however they are largewr than gta3's original cols. My average col is 150-300 polys (which is on par with a lot of gtavc's cols), but there are 2 so far that are still rather large 1000polys. I have used a polygon cruncher with 3ds max 7 to recieve my results, and my results have been around 40-65% decimation. I was thinking that when I get some cols with a lot of polys after crunching, a modeler could use their skills to trim out what poly cruncher could not. (for instance, one of my high poly cols 1000, has a bunch of picnic tables with unbrellas on top in the mesh, i cant go any further with poly cruncher without losing the shape of the object. If a modeler could edit those unbrellas in the cols mesh, the ploy count could drop much lower). In case your wondering, the original poly coun for the object was near 3500, poly cruncher brought it to 1000 while keeping a good mesh.
Well, im back to the cols.....
Any advice?
Edit: industne.col/temppart.col complete
This post has been edited by Ryan_ on Thursday, Mar 24 2005, 01:36
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jcab42  |
Posted: Thursday, Mar 24 2005, 02:20
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Custom Planet Builder

Group: Members
Joined: Sep 21, 2002


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| QUOTE (Ryan_ @ Mar 22 2005, 23:18) | well i dont really know much about how issues were overcom when pine put liberty city together, but mainly the col and map files. i dont even know what exe restrictions there were before the launcher was out. just a thought that spilled out on my keyboard.
so, did you export the cols from the image and copy them over the ones already in the maps folders, or are you using the ones that were already in the maps folder and just deleted the ones from the image? |
I used the cols that were already in the folders. To my knowledge, they are the same, but that is a good point. re: Pine Creek, you know there's another guy that was just as important even though it's rarely mentioned, REspawn was the pioneer for getting rid of Vice City, and alot of the leftover VC stuff was his idea, like the generic.ide... after trying myself to get rid of it I talked to the spoon man and we are at least in agreement that it's more trouble than its worth because of the myriad of bugs it causes. And then there's the many VC models that have replaced the GTA3 ones, like the phonebooth. So if there's a program that could parse the DFF's into the same groupings as the IDE/IPL/COL folders, that would help us to identify unnecessary crap. | QUOTE (charlesbesso @ Mar 23 2005, 03:43) | | QUOTE (spaceeinstein @ Mar 22 2005, 18:07) | | I got an idea. First make a roof of the building. Then make the collision. Then delete all the collisions EXCEPT the roof. Now MERGE it with Rockstar's collsions. Just my theory. |
that seems like a great idea but as to how we go about that I'm clueless... |
You guys gave me an idea. You could import both the COL and the DFF into zmod, then select the four vertices that make the roof of the COL and move them together until they are in line with the roof of the DFF. Then delete the DFF and export the col. That should keep the face count down while retaining R*'s detail. I actually think the GTA3 cols were way too detailed, but if you guys want detail, that'd be the way to do it. Incidentally, col models should never exceed 500 faces.
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