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#4484008 - 07/24/19 10:26 PM Collision Points  
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Javelin Offline
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Javelin  Offline
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Can someone explain Collision Points to me? Are they a sub-object in the 3D model? How are they added in?
I have a list of names from the dynamics.c code, do all of the types have to be used in the model for it to work right?
Are they simply a 3D point with the correct name?

Last edited by Javelin; 07/24/19 11:48 PM.
#4484171 - 07/26/19 07:37 AM Re: Collision Points [Re: Javelin]  
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messyhead Offline
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There's a collision object for each model, for example

3ddata\OBJECTS\Mi-28 Havoc\MI28N_COLLISION_OBJECT.EEO

I've not actually looked at them before though. There's isn't one for the KA50, it's probably using the Hokum one.

#4484173 - 07/26/19 07:53 AM Re: Collision Points [Re: Javelin]  
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messyhead Offline
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I had a look, and can't find the model in the code, or a scene that uses it. I've attached a shot of what the model looks like for the Hokum

Attached Files collision_object.JPG
#4484174 - 07/26/19 08:08 AM Re: Collision Points [Re: Javelin]  
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messyhead Offline
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Actually, I just had a proper look. I was looking at the KA50 scene, which doesn't have a collision object.

In the KA52 scene, there are points called STABILISER_COLLISION_POINT, MAIN_ROTOR_COLLISION_POINT etc.

#4484175 - 07/26/19 08:17 AM Re: Collision Points [Re: Javelin]  
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messyhead Offline
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The objects are defined in co_force.c

Code
"DYNAMICS_COLLISION_POINT_STABILISER",
OBJECT_3D_SUB_OBJECT_STABILISER_COLLISION_POINT,
FALSE,
(dynamics_damage_types) (DYNAMICS_DAMAGE_STABILISER),

Last edited by messyhead; 07/26/19 08:18 AM.
#4484212 - 07/26/19 03:26 PM Re: Collision Points [Re: Javelin]  
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Javelin Offline
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Thanks Messyhead, those collision points are what I was looking for. Are they a Null Object, or are they an actual 3D Point Object?
Later today I'll try and figure out what they are so I can add them into one of the other models.
I guess I'm going to have to learn Lightwave whether I want to or not.

#4484215 - 07/26/19 03:56 PM Re: Collision Points [Re: Javelin]  
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messyhead Offline
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I think they're just a bull object. You can open a scene file in a text editor, and it just lists all the objects

#4484314 - 07/27/19 04:48 PM Re: Collision Points [Re: Javelin]  
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Javelin Offline
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OK, I have a Lightwave Layout question.
When I open a 3D model in Lightwave Layout I get a myriad of cyan object labels, too many to read because they are on top of each other. How do I turn some of the labels off?
I'm trying to add Null Objects for collision points and I can't see what I'm doing because of all of the label names on the screen.

OK, I figured out how to turn the labels off, it's in the Properties settings for the Object. Moving on now.

Last edited by Javelin; 07/27/19 05:05 PM.
#4484317 - 07/27/19 05:41 PM Re: Collision Points [Re: Javelin]  
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messyhead Offline
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Originally Posted by Javelin
OK, I have a Lightwave Layout question.
When I open a 3D model in Lightwave Layout I get a myriad of cyan object labels, too many to read because they are on top of each other. How do I turn some of the labels off?
I'm trying to add Null Objects for collision points and I can't see what I'm doing because of all of the label names on the screen.

OK, I figured out how to turn the labels off, it's in the Properties settings for the Object. Moving on now.


If you open the scene editor, there's options at the top for visibility, and you can also hide individual objects from there too.

Attached Files scene_editor.JPG
#4484321 - 07/27/19 07:19 PM Re: Collision Points [Re: Javelin]  
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Javelin Offline
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Thanks,
Now, how do I add a Null Object that isn't a Root Object? The lws2ees tool doesn't like my Null Object.

#4484374 - 07/28/19 03:33 PM Re: Collision Points [Re: Javelin]  

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Please messyhead write tips here,it will be helpful also for me and others.

#4484405 - 07/28/19 10:32 PM Re: Collision Points [Re: Javelin]  
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Javelin Offline
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I ended up going through all of the added NullObjects and selecting one to clone instead of creating one from scratch, I couldn't get it to work right otherwise.

Once it's cloned, R-Click in the Lightwave Layout Scene Editor, then open the properties window, double click on the name to open the next window so you can change the name to what you want it to be. Make sure the NullObject has FX Collision specified. At this point, also check to see what the radius is for the Collision volume. It needs to be big enough to hit (ie not 0.0). If it doesn't, delete the FX and re-add it in and it will come up with a 1 m sphere. Now that it's created, move the NullObject into the correct position. Select "position" in the lower left corner using the thumb wheel, then use the cursor to select the arrow heads for the NullObject axes to move it. Change views as necessary.

As I work through things I'm taking notes. I'll write them up once I get done.

#4503577 - 01/13/20 08:23 AM Re: Collision Points [Re: Javelin]  
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thealx Offline
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Hi, Javelin. I have worked a lot with collisions, not sure you need any advice right now as months passed.
I have a quesiton about Collision volume you mentioned, haven't heard about this attribute ever before. Does it really affect anything, or just dummy value in Lightwave? As I remember, for damage detection only speed of the point taking into account and it's name (which linking it with proper damage flag).

#4503962 - 01/16/20 08:27 PM Re: Collision Points [Re: Javelin]  
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Javelin Offline
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Sorry thealx, I don't know the answer to that. I haven't gotten far enough to really test it to see if it works or not.


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