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04-25-24 11:50 PM
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Main - Archived forums - SMG hacking tools development - Collision tools Hide post layouts | New reply

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NWPlayer123
Posted on 06-08-13 07:27 PM Link | #24391
Because using the GUI is how you're supposed to do it

____________________
"I hate playing musical chats" ~ Quote of the month

Goembario
Posted on 06-08-13 07:28 PM Link | #24392
Then yes, I always do :P

blank
Posted on 06-08-13 08:07 PM Link | #24393
Posted by Goembario
Hmm when I just rescaled my planet and reversed a texture upsidedown, the collision tool gave me this error:
[image]
Any idea what I did wrong?
It just did it's job before rescaling and the texture fix.

Edit:
Also: https://www.dropbox.com/s/ep1fo1z5ac4ijyv/test5.obj
Its the .obj file.


You have to many triangles in the model.

Goembario
Posted on 06-08-13 08:22 PM (rev. 2 of 06-08-13 08:28 PM) Link | #24395
Hmm thanks for the clarification blank, but I only made the object "bigger", does that add more triangles?? (don't know how these things work and what triangles exactly are, I thought all the faces or something?:P)

Edit: I made sure it is the rescaling thing, I tried the version before scaling it, and it made a good collision for that one, after 'just' rescaling, it gave me that error.

blank
Posted on 06-08-13 08:32 PM Link | #24397
Very small triangles are removed before the KCL is generated, as there aren't really any good way of handling those. If your model was very small before you scaled it, it's possible that all or many of the triangles where simply removed when you tried to make a KCL with the unscaled model.

Goembario
Posted on 06-08-13 09:21 PM Link | #24401
Ok thanks, so I should try and remove unnecesarry lines or something blank?

blank
Posted on 06-08-13 09:56 PM Link | #24407
Remove all faces that aren't necessary and if possible try to simplify parts of the model with many smaller faces.

Goembario
Posted on 06-08-13 10:02 PM Link | #24409
Ok thanks blank, I'll try that since it's the only option to do :P
Any chance that you would fix that in the future, or would that be difficult or impossible to fix? (just wondering :P )
Anyway glad I now can try move on!

Jesse
Posted on 11-02-13 06:28 PM Link | #34485
I think its not fixable. I saw your model and they way you modeling it is very very very very much polygons using. like these edges you maked, they are very high poly and if you make these less poly you wouldn't even notice

shibboleet
Posted on 11-02-13 08:39 PM Link | #34489
Just use a cleanup tool plugin, like one of Sketchup's plugins.

jjess064, don't assume it's "not fixable"

____________________
a

Jesse
Posted on 11-02-13 09:26 PM Link | #34490
thats why I THOUGHT it was not fixable. but you lead me to the light.

blank
Posted on 12-12-13 05:57 PM Link | #35958
I've released a new collision creator program. It runs faster, creates smaller files and the user interface is slightly improved. Download link in the first post.

shibboleet
Posted on 12-12-13 06:03 PM (rev. 3 of 12-12-13 06:06 PM) Link | #35960
class SurfaceTypeList(bcsv.ObjectList):
camera_id = bcsv.Field(bcsv.UINT32,'camera_id',0,0x000000FF,0)
sound_code = bcsv.Field(bcsv.UINT32,'Sound_code',0,0x00007F00,8)
floor_code = bcsv.Field(bcsv.UINT32,'Floor_code',0,0x01F8000,15)
wall_code = bcsv.Field(bcsv.UINT32,'Wall_code',0,0x01E00000,21)
camera_through = bcsv.Field(bcsv.UINT32,'Camera_through',0,0x02000000,25)


SOUND_CODES = ['null','Soil','Lawn','Stone','Marble','Wood Thick','Wood Thin',
'Metal','Snow','Ice','Shallow','Beach','unknown','Carpet','Mud',
'Honey','Metal Heavy','Marble Snow','Marble Soil','Metal Soil','Cloud',
'Marble Beach','Marble Sand']

FLOOR_CODES = ['Normal','Death','Slip','No Slip','Damage Normal','Ice',
'Jump Low','Jump Middle','Jump High','Slider','Damage Fire',
'Jump Normal','Fire Dance','Sand','Glass','Damage Electric',
'Pull Back','Sink','Sink Poison','Slide','Water Bottom H',
'Water Bottom M','Water Bottom L','Shallow','Needle','Sink Death',
'Snow','Rail Move','Area Move','Press','No Stamp Sand',
'Sink Death Mud','Brake','Glass Ice','Jump Parasol','unknown','No Dig',
'Lawn','Cloud','Press And No Slip','Force Dash','Dark Matter','Dust',
'Snow And No Slip']

WALL_CODES = ['Normal','Not Wall Jump','Not Wall Slip','Not Grap',
'Ghost Through','Not Side Step','Rebound','Honey','No Action']


wow....that's actually pretty nice to see all of the codes documented o.o



Also, I'm pretty sure a bunch of people won't get how to use this....
It's simple.

cd C:\PythonFolder

python.exe collision_creator.py
This is how I do it. There are different ways.

____________________
a

Jesse
Posted on 05-30-14 03:13 PM Link | #41941
sorry for bumping,

but does anyone knows what kind of values I can use in the camera ID section? I have a round planet but the camera doesn't follow mario. so could this option be responsible for the camera following mario around a round planet?

NWPlayer123
Posted on 05-30-14 10:58 PM (rev. 2 of 05-30-14 11:05 PM) Link | #41963
No, that shouldn't have anything to do with collision, that's all in the map, it's most likely a specific camera definition (EG this, even though I only have SMG1 down), I would look at original maps, it would be something with that.

____________________
"I hate playing musical chats" ~ Quote of the month

SuperNova2150
Posted on 06-28-14 12:55 AM Link | #43190
I was going to come in and say "Thanks" but am not as my post will be a 'useless' post and the thread will be locked :(

"Please avoid bumping old threads to make useless posts" (Seriously? Saying "Good", "Thanks" or anything along the lines of that is a useless post?)
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Main - Archived forums - SMG hacking tools development - Collision tools Hide post layouts | New reply

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