sarge mat Posted October 10, 2011 Report Posted October 10, 2011 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 Quote
-HP- Posted October 10, 2011 Report Posted October 10, 2011 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. Quote
Corwin Posted October 10, 2011 Report Posted October 10, 2011 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 Quote
Vilham Posted October 10, 2011 Report Posted October 10, 2011 uses brushes to add static models. Quote
sarge mat Posted October 10, 2011 Author Report Posted October 10, 2011 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 Quote
hamzaaa Posted October 11, 2011 Report Posted October 11, 2011 - 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 Quote
Rick_D Posted October 11, 2011 Report Posted October 11, 2011 which subway pieces are you using? :3 Quote
smn_fhs Posted October 11, 2011 Report Posted October 11, 2011 which subway pieces are you using? :3 Quote
sarge mat Posted October 11, 2011 Author Report Posted October 11, 2011 thanks hamzaaa These ones 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. Quote
e-freak Posted October 11, 2011 Report Posted October 11, 2011 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. Quote
sarge mat Posted October 11, 2011 Author Report Posted October 11, 2011 Was just starting to think how I would need to go about that. thanks!! Quote
-HP- Posted October 11, 2011 Report Posted October 11, 2011 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! Quote
2d-chris Posted October 12, 2011 Report Posted October 12, 2011 wish id of made um modular now, ran outa time Quote
sarge mat Posted October 13, 2011 Author Report Posted October 13, 2011 wish id of made um modular now, ran outa time Me too Quote
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