uberGeezer Posted February 9, 2008 Share Posted February 9, 2008 As stated in another thread, I can't get the sample Max model of the Sherman to work - it crashes Max to the desktop. Also, I have a question about the sample Staghound model that DOES work in Max. What are those two big spheres that surround the model? Link to comment Share on other sites More sharing options...
Kharnvor Posted February 13, 2008 Share Posted February 13, 2008 I just happened to be browsing the TOW Unit Modeling Guide sticky, and I came across the following: each collision box needs to be a convex meshin FinnN's post, which was confirmed by Sneaksie. I'm guessing those are the collision "boxes". As to why there are two, maybe the translated guide explains it. If that's old news and you've already figured that out, sorry to bother. Link to comment Share on other sites More sharing options...
Gnasher Posted February 14, 2008 Share Posted February 14, 2008 Oh so that's how they run down geezers without touching them is it? :eek: :confused: Link to comment Share on other sites More sharing options...
SlapHappy Posted February 14, 2008 Share Posted February 14, 2008 I think that's how it works Gnasher, the model will have a collision area around itself that is slightly larger than the physical properties of the actual model. That's also why those fences get knocked down a few meters away from the tank as it is passing by as well. Link to comment Share on other sites More sharing options...
lele Posted February 15, 2008 Share Posted February 15, 2008 hi! i hope you know modding terms. A bounding sphere is a sphere containing the object. In 2-D graphics, this is a circle. Bounding spheres are represented by centre and radius. They are very quick to test for collision with each other: two spheres intersect when the distance between their centres does not exceed the sum of their radii. This makes bounding spheres appropriate for objects that can move in any number of dimensions. Link to comment Share on other sites More sharing options...
Sneaksie Posted February 15, 2008 Share Posted February 15, 2008 It's a bounding sphere for 1st fast collision check, if it intersects with other object, then the collision mesh of the model is checked. Link to comment Share on other sites More sharing options...
Sneaksie Posted February 15, 2008 Share Posted February 15, 2008 By the way, fences get knocked out by pathfinding square of the vehicle (remember pathfinding cells in map builder?), not this collision sphere:) Link to comment Share on other sites More sharing options...
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