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legacy-Super_Sonic
06-28-2006, 05:49 PM
Im making a custom vehicle for something but its pretty complex. I want the collision on it to be the same as the mesh so collision boxes and spheres arent an option. There wont be any animations on the vehicle just incase you think there will be.

It doesnt have any collision boxes or spheres because it wont move because its a building, but i want it as a vehicle so it can be destroyed.

I saw the option collisionstaticmesh in its options in unrealed but when i add one i can still walk through the vehicle.

So what i want to know is if there any things that need to be added to make it so i cant walk through it like something in the code or a karma box.

Thx.

legacy-sandorski
06-28-2006, 08:59 PM
The "CollisionStaticMesh" is, afaik, a specific Collision you make in Max/Maya then Export to UEd. It's called a MSCDEX(or something). I dunno, I've read about it here and there but have never used one.

legacy-Super_Sonic
06-28-2006, 09:01 PM
and that works for animations?

legacy-Ryandar
06-29-2006, 03:57 AM
I realize this is a bit "and now for something completely different", but if the only reason you're making this thing a vehicle is to allow it to be destroyed, perhaps you could consider another method of destruction? I think meshes can be "destroyed" as well. (No idea how though, unfortunately)

legacy-Super_Sonic
06-29-2006, 05:09 AM
but i need the bones aswell so i can spawn actors on them.

Radiosity
06-29-2006, 10:48 AM
... a Decoration class isn't acceptible?

sandorski - the collisionstaticmesh for vehicles is high detail collision detection for weaponsfire. Collision with other vehicles and players is done using simplified box collision.

This will likely help:

http://www.psyonix.com/ImportingVehiclesTutorial/

legacy-Super_Sonic
06-29-2006, 11:03 AM
but you cant heal decoration and attach actors ect can you?

Radiosity
06-29-2006, 11:50 AM
If you do some extra coding you can. Depends how much time you want to invest, and of course it depends on how good you are at coding.