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Collider materials

PostPosted: Fri Mar 13, 2009 1:42 pm
by Justintime9
I've been adding colliders to my age by copying original objects, taking away their materials, giving them bounds, and giving them the properties "String - Type - collider".

Now, before I added a bunch, I had two colliders with those settings. They exported perfectly fine. However, now that I've added colliders with the same collider properties, the console is complaining that "Object Cylinder.050 has no material. Export cannot continue!".

This first happened with a window collider. I assumed it was just a little glitch, so I just deleted that collider (it wasn't completely necessary), but the same thing happened again, and probably will do that same if I get rid of "Cylinder.050". Anyone know what my problem is? o_O

Re: Collider materials

PostPosted: Fri Mar 13, 2009 2:46 pm
by ardent red
Why are you setting colliders (and I'm assuming this this just collision for objects in your age) like that, rather than not duplicating the object and setting the bounds to triangle mesh on the original? That works just as well, and it doesn't leave you with all the extra polys.

Re: Collider materials

PostPosted: Fri Mar 13, 2009 3:11 pm
by Justintime9
I do it like that for a number of reasons. First of all, that is the only sure way to keep the camera from going through walls when turning by them. Second of all, certain areas need additional colliders to keep the avatar out. (e.g, I put one around a table so the avatar can't jump onto it, and at the top of a short fence thingie, so the avatar can't jump over it into the water below. :P

Re: Collider materials

PostPosted: Fri Mar 13, 2009 3:32 pm
by Jojon
One should also take the opportunity to simplify them, while at it. A table, for instance, might have a simple cube for a collider, as opposed to every face on those fancy baroque legs left for the physics engine to evaluate.

EDIT: Oh, and Justin, I don't really think that would do anything, but there is no UVmap still attached to the object, is there?

Re: Collider materials

PostPosted: Fri Mar 13, 2009 3:43 pm
by Justintime9
I did simplify my colliders, I had a circular table that I used a 12 sided cylinder with no top or bottom collider, and many other simple things.

As a matter of fact, I did just discover that I hadn't deleted all the UVmaps, but getting rid of them didn't get it to work unfortunately :P

Re: Collider materials

PostPosted: Fri Mar 13, 2009 4:06 pm
by ardent red
ah, okay. As Jojon said, simple meshes rather than copies of the object are best. I guess you could have a fully transparent material and apply it to the colliders?

Re: Collider materials

PostPosted: Fri Mar 13, 2009 4:24 pm
by D'Lanor
Are you sure you have the collider property set on the object rather than just giving it bounds?

Re: Collider materials

PostPosted: Fri Mar 13, 2009 4:48 pm
by GPNMilano
D'Lanor is right, as this is the most likely scenario.

Also, just so you know, if you use a collider that is to be connected to a pythonfile mod, your pythonfile mod won't register this object, as the default is to go with the object properties settings and ignore the alcscript. Found this one out the hard way.

Re: Collider materials

PostPosted: Sat Mar 14, 2009 2:46 am
by Jojon
ardent red wrote:I guess you could have a fully transparent material and apply it to the colliders?


No need, collider meshes are kept separate and are never seen by the graphics rendering engine. As a matter of fact, afaik, when you make an object walkable, by setting its (trimesh) bounds, that's an entire copy of that object's mesh made, for collision detection purposes.

Re: Collider materials

PostPosted: Sat Mar 14, 2009 6:06 am
by Justintime9
well, all my properties were set right, and everything should've been working, but I got to thinking of what the objects that wouldn't export had in common. First, they were both planes (one was circular and one was a rectangle), they were coppied from the windows of my building. Secondly, they were once transparent, and while I found no traces of transparency still on them, after deleting all of this type of object, it exported fine :D