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Cry Engine 3 Geom Entity Question

  • sarge mat
  • October 10, 2011 at 2:01 PM
  • sarge mat
    • October 10, 2011 at 2:01 PM
    • #1

    Hey,

    Been working with the cry engine and am working with some of the subway assets, anyway the problem I am having is when I stand on them as the player they give way and start to fall, I am guessing there is some simple setting I can change to fix it or maybe is something to do with working under the terrain? In that case would I need to put them on top of brushes or something?

    Cheers

    Matt

  • -HP-
    • October 10, 2011 at 2:11 PM
    • #2

    p_drawhelpers 1 and check the collision for the asset.

    If for some reason that asset doesn't have collision, you can just create a solid and assign a collision material to it, it wont be rendered ingame.

  • Corwin
    • October 10, 2011 at 2:45 PM
    • #3

    Maybe more information would help:

    If I understand well your entities become physical when you step on them and you don't want that to happen?

    Are you using custom models or stock ones? How are you adding them? From the title of the post, I'm guessing they are geometric entities. Have you tried using Brushes instead?

    Or are you using an archetype entity from the game? Because those are usually RigidBodies which are made to become physical on impulses.

    Maybe post a screenshot of the settings of one of these entities you're using

    Or is your phrasing wrong and HP answered your question? Maybe you didn't export the mesh with collisions (check Physicalize in the material editor before exporting)

    Cheers

  • Vilham
    • October 10, 2011 at 2:48 PM
    • #4

    uses brushes to add static models.

  • sarge mat
    • October 10, 2011 at 4:09 PM
    • #5

    Cheers guys, possably didn't explain the problem as well as I should but the models more or less flip out when walked on or shot etc. Anyway adding them as brushes has sorted the problem.

    Thanks

  • hamzaaa
    • October 11, 2011 at 9:37 AM
    • #6

    - BRUSHES:

    Brushes are compiled geometry containing no extra data other than collision.

    Typically, most levels are created with brushes as they are simple geometry.

    - ENTITIY:

    Entities, which the player can interact with in some form.

    - ARCHETYPE ENTITIY:

    An Archetype entity is based on a regular entity and specifies individual parameter

    values for that regular entity. The main advantage of archetypes is that if the value of an

    archetype parameter is changed, all instances of that archetype in the level will be updated

    automatically.

    - GEOM. ENTITY:

    When objects are placed as Geom entities and it have user-defined properties

    (discussed later), they become interactive entities with physical values, so they can behave

    like real-life objects. It is similar to a basic entity, but simpler, more efficient, and has fewer

    configurable parameters.

    - PREFAB:

    Prefabs are groups of objects that can be placed in the level as instances similar to archetype

    entities. Altering one prefab universally applies the changes to each instance of the prefab

    object.

    got that from the CE3 cookbook. Maybe this brings some clarity

  • Rick_D
    • October 11, 2011 at 10:52 AM
    • #7

    which subway pieces are you using? :3

  • smn_fhs
    • October 11, 2011 at 12:36 PM
    • #8
    Quote from Rick_D

    which subway pieces are you using? :3

  • sarge mat
    • October 11, 2011 at 1:17 PM
    • #9

    thanks hamzaaa

    These ones

    [Blocked Image: http://img833.imageshack.us/img833/5883/unled1pks.jpg]

    Really enjoyed that part of the game ran around for ages just looking at the nice art. Really want to push this project to something on a much higher standard than anything I have done before.

  • e-freak
    • October 11, 2011 at 1:29 PM
    • #10

    keep in mind, you can use vis areas to block out the time of day influence. it looks like you're getting shadows casted by the sun on those pillars.

  • sarge mat
    • October 11, 2011 at 1:38 PM
    • #11

    Was just starting to think how I would need to go about that. thanks!!

  • -HP-
    • October 11, 2011 at 1:41 PM
    • #12

    Yes, use viz-areas to have interiors only! Just create a huge area that encompass all your level and be done with it. (Although you can go advanced and can connect one viz-area to another with a portal, tutorials soon hopefully )

    Oh fuck yeah, we had loads of fun working on those subways! LD is from chris, the set pieces are from Tim B and level art from me!

  • Rick_D
    • October 11, 2011 at 5:17 PM
    • #13

    lol

  • 2d-chris
    • October 12, 2011 at 10:00 PM
    • #14

    wish id of made um modular now, ran outa time

  • sarge mat
    • October 13, 2011 at 1:53 PM
    • #15
    Quote from 2d-chris

    wish id of made um modular now, ran outa time

    Me too

  • sarge mat
    • October 25, 2011 at 4:14 PM
    • #16

    Been trying to disable the nano suit powers in Flow Graph, there are some nodes for it but they don't appear to work? Been trying to do it once the player walks into a trigger. All connects up fine but does nothing when I run it. Screenshot below might show what I am trying to do better. Did find a topic from crysis 1 trying to do the same thing but the screenshot showing how is dead

    [Blocked Image: http://img62.imageshack.us/img62/3439/iyguyf.jpg]

  • Corwin
    • October 25, 2011 at 4:22 PM
    • #17

    You may want to place an Actor:LocalPlayer node and connect its output to all those red inputs (Choose Entity), that'd be a start Chances are the nodes actually work but since you haven't told them to act on the player, they won't do anything.

  • sarge mat
    • October 25, 2011 at 4:32 PM
    • #18

    That has done it cheers!

  • Corwin
    • October 25, 2011 at 4:36 PM
    • #19

    Just FYI, there are nodes that will take the local player as input by default if you don't link an entity to them, for instance almost all of the debug nodes and some hud/image nodes too I think, but it's good rule to always link the localplayer to those nodes anyway, so you don't forget it when it's required It's usually nodes that could be used on AI too that require an entity, such as the Inventory one you're using. You can use it on AI, or any player, so you have to specify it. The stuff that shows things on the screen (debug for instance) is usually linked to the player by default, because you don't want to display those on the AI's screen

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