View Full Version : Custom Character Collision
10-16-2008, 04:35 PM
Have some custom characters for my level and I was wondering if anyone knew exactly where the collision on the character originated from. I've scripted it so their collision radius is increased, but I'm having trouble fine tuning where they can and cannot get shot and have it register damage. Anyone have experience with this issue? Thanks much all!
10-16-2008, 04:36 PM
I should add, these characters aren't using the standard UT3 rigging
10-16-2008, 04:52 PM
I'm not sure, but I think this link should answer your question:
Your questions intrigue me, Tiki. What is it that your are working on?
10-16-2008, 05:54 PM
Thanks soooo much for that link. I remember seeing that section when I imported this character originally but hadn't put much thought to it since. Did not know it was yet another editor within the editor :)
As to what I'm working on, thanks much for asking! I am actually working to build a map that will take place inside a body, right now a human body.
Part of this is getting a functional floating environment that will allow me to simulate swimming and not drown (figured this one out thankfully). A big part is having enclosed organic environments that collide correctly, which has been no end of trouble lately. I'm also looking to have some sort of boss encounter, nothing fancy, but a life meter would but nice (after some searching I think unreal uses the "Drawcanvas" function to do this). And then of course, I need enemies that aren't little men with machine guns, but floating cellular type creatures. Their collision has been trouble since the start (till now hopefully) as changing the collision cylinder property in their code is like solving the problem with a giant spiky hammer.
So that's it in a nutshell. Currently I'm the only one working on this, so I'm trying to become familiar with all the different disciplines involved from Uscript to 3DS Max. Luckily I've got some time, and I've definitely gotten help from the forums here and at ModDB!
10-16-2008, 06:42 PM
So I've been playing around with the phAT editor and, as per usual, am getting some strangeness. The character I imported has 43 bones, yet only 5 are showing up in the heirarchy, and from there only 3 have any collision asset (spherical or otherwise) on them. I'm fairly new at animating in general, much less with bones, so maybe I'm doing something wrong in 3DS Max?
But beyond that, they simply have no impact on the collision of the character. Rearranging, making huge, spreading out past the character itself seems to have no impact one the actual hit detection or collision of the character :(
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