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Nothing can be seperated into me. Group: Members
Joined: Mar 14, 2006
Tutorial about making bugless colissions in SketchUp. This video is English, and I'm Dutch: I got quite an accent, but I think it's understandable. Be sure to watch it in "High Quality"!
One thing that I forgot to say in the video, is that it does not matter how the faces are turned (blue or beige, invisible or visible ingame), because the colission isn't visible at all ingame and a colission works from both sides of the face.
I use this method every time, also for my Colosseum, which was quite a difficult model. No colbugs ingame though! That colission was 4500 poly's...
This post has been edited by Puma06111991 on Monday, Jun 29 2009, 12:47
Nothing can be seperated into me. Group: Members
Joined: Mar 14, 2006
I use it all the time, I can assure you that this works.
If you use other tools than the pen, it could be possible that bugs will appear though, so only use the pen.
For example, this is a SketchUp model by me and has no colission bugs ingame, such as invisible walls etc.:
This is my colission:
And yes, this took a few hours to make, but the result you get (a bugless colission) is really worth it. Even if I had made this model with 3dsmax, I had to make a colission, because the dff-model is 20.000 poly's The colission in this case is around 4.500 poly's.
Nice one puma though it would have been a pain in the ass if you have modeled all that you just modeled one part and then copy and paste NICELY DONE XD!!!!
Congrats Looks great ingame now sell it people will surely buy it
Puma can you make a Vehicle Modifying tutorial? like exporting it to the game and stuff?
For sketchup users: Can the col bugs I read about be from not using proper modeling techniques? Not using quads, keeping triangles rare in the mesh, weird cuts/draws at unnatural angles, etc.
I recently played with a 3ds exported from sketchup and I was very like "whoa, how did this even get made? These faces are insanely incorrect." Will proper mesh structures help? Because I think it might be the issue (it seems like maybe the ease of construction comes with a cost of poor poly flow). Does this make sense? Can tighter standards on how you build your actual mesh aid in this? I must also say, I can usually model what takes hours in sketchup in minutes in max - I just have enough tools at my disposal. Is there a reason why people prefer sketchup? If it is for ease - the cost in time makes the ease unfriendly, and the cost to poly flow and fixing things seems to make it more trouble than it actually solves.
Make sense? Or is it something else? I'm not bashing sketchup (I see it done on here, and I don't want to come across like that), I just have this assumption these are the reasons sketchup is being used, and I feel like maybe they are counter-helpful in the end?
@tutorial: Your english is fine, continue these works, this modding community needs this kind of life added. music is or is not needed, maybe it can be easier to follow without AWESOME song like teenage wasteland distracting
This post has been edited by supermortalhuman on Tuesday, Jun 30 2009, 10:01
Just Call Me Rob, Its Easier That Way Group: Members
Joined: Sep 24, 2006
Nice i now export maps all at once but this is great fro cleaning up any mistakes, and i cant wait for the cars tutorial, still cant get lighting to work on a ped tho
Nothing can be seperated into me. Group: Members
Joined: Mar 14, 2006
QUOTE (bammargera @ Jun 30 2009, 14:04)
still cant get lighting to work on a ped tho
That's weird, it works for me. Are you sure you set all default colours to white and applied the material to your model after editting?
QUOTE (supermortalhuman @ Jun 30 2009, 09:59)
teenage wasteland
The song is called "Baba O'Riley", but it is often called by many people as "Teenage Wasteland".
Further, it doesn't make any sense how you model: if you only use the pen, and then only use the pen, you will not get any colbugs ingame. You can use scale, rotate and move tools though, because they don't change the model itself, but only the shape etc. so the structure stays the same.
realtime, not prerendered Group: Members
Joined: Oct 30, 2005
QUOTE (Puma06111991 @ Jun 29 2009, 13:42)
One thing that I forgot to say in the video, is that it does not matter how the faces are turned (blue or beige, invisible or visible ingame), because the colission isn't visible at all ingame and a colission works from both sides of the face.
One thing though, Puma, the way the collisions are facing are used for the camera culls. The camera will pass trough a inverted collision face but not the other way around. Try it
nice tutorial and the invisible walls shows up when the faces is dark.. click on the dark faces and choose reverse faces, this works for me, but im not using sketchup that much
The main protagonist. Group: Members
Joined: Oct 3, 2005
I knew there's a way to export right collision data without bugs using the already made .x plugin and then removing unneeded lines using a text editor like notebook or notebook+.
But that's only the case if you are working with a Vice City collision...... then again, you can convert collision versions using SteveM's Coll Editor 2, so it isn't a big deal. If I remember right, there's even a topic about that here.
It's L, as in Lpgunit, not I. Group: Members
Joined: May 24, 2008
QUOTE (MasterK @ Nov 29 2009, 22:57)
I knew there's a way to export right collision data without bugs using the already made .x plugin and then removing unneeded lines using a text editor like notebook or notebook+.
But that's only the case if you are working with a Vice City collision...... then again, you can convert collision versions using SteveM's Coll Editor 2, so it isn't a big deal. If I remember right, there's even a topic about that here.
Gee, I would like to know how to do that. I have a Sketch but it gives me COL bugs due to the fact that I used tools other than the pen.