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Attention:
COL Discussion Making things solid
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Ryan_  |
Posted: Saturday, Mar 31 2007, 17:04
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Ryan_

Group: Members
Joined: Sep 6, 2002


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Ok,I know, this is one hell of a bump. But, I was just looking at the checklist for LC final, and in the collision section i see three things that need fixing. 4 and 5 are easy fixes, but I dont understand 7. Hows does this have to do with the building cols? So, im gonna fix these cols. I'm also gonna fly around some and see if I cant find more issues to add to the list, I am sure there is some. So, pls let me now if these have been addressed already, and how 7 fits in this section...
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Ryan_  |
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Ryan_

Group: Members
Joined: Sep 6, 2002


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Ok, I think I found a way to deal with the invisable walls. I broke the model down to several very simple boxes. Each box is its own group, all groups combined to make the component. I think the walls are gone with this method. Thomas! Hey bro looooooooooooong time no see! I havent tested much in LC, but I did find 1 thing already, so I am sure there are other col issues.
edit: Ok, I just wanted to say, since skyscrapenew (the building I just fixed) is in the comSE colfile, I will check the buildings in this file first. I thought I would mention it since a few col makers posted, and we dont want to be doing double work.
edit 2: Ok, I just got a reply pm from Craig, telling me to send the files to Ben. LOL So, I dont know what to do with the files.
This post has been edited by Ryan_ on Thursday, Apr 5 2007, 20:21
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Ryan_  |
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Ryan_

Group: Members
Joined: Sep 6, 2002


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Boo! Wow, it sure has been a while now... I was thinking of playing through GTA 3 the other day and though about playing it with the LC mod instead. Any idea if there are any major collision defects still to be corrected? Cant wait to see all the changes since I last played this mod. Hopefully I can find something that I can still do to help out. It's been ages since I modded any GTA files. It would be nice to see LC Final actually released in the future, but I am sure there is ALWAYS something someone can do to make it even better  . Glad to see some names I recognize returned here aswell. Hope to see you all more often. Hopefully I wont get sidetracked and will post here with any collision defects I find (I am sure there must be atleast a few).
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silver007  |
Posted: Thursday, Oct 21 2010, 00:41
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Homie

Group: Members
Joined: May 15, 2003


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| QUOTE (Ben @ Mar 28 2006, 18:16) |
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38. See-through fire escape stairs IMAGE |
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So I've found out how to fix any culling issues such as the one above: Before / AfterProblem isn't with the model's triangles, its the Material Index. When the materials using alpha's are higher than the rest of the textures (as was the case with the 2 models that make up that section of buildings) They cull the rest of the model. By reordering the materials so that the ones using transparency are at the bottom, it fixes that issue. However, it obviously requires opening up the model in an editor and re-exporting it. I'm using 3DS max and therefore the new exported models may have problems such as losing lighting data, or other things I am not aware of, since as far as I am aware using Kam's scripts to import/export a model isn't truly a 1 to 1 process. If this fixes the issue to our satisfaction, then point me in the direction of any other model that needs fixing, it only takes a minute to do.
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