Thor on 7/8/2014 at 08:38
Ok, so I couldn't find a thread for newbie questions and been wondering for ages why one hasn't been made. I had tons of questions myself, and even though I could find most of the answers through some searching, I couldn't find all without perhaps extensive search/research. And I don't want to make a thread for each dumb question I have (though it's a way for others in the future to possibly locate the same question, it may not always be obvious due to a poorly named thread, so it may just be easier to ask someone again).
So yeah, I have a question (haven't touched dromed in a while and have forgotten a lot):
- Can I make an object solid even if a part of its model technically clips into a solid brush? Say I want a barrel that is tilted vertically (by perhaps 45° or something) to press up against a wall to be solid. All models in Thief are cube-like (don't know the correct word) and bigger than the visual model, and thus so part of the model's cube is likely to clip into a brush. So is it just a limit that everybody's been creatively going around all these years or is there some property to let this nonsense not happen?
At least I THINK the model becomes non solid because of clipping into a brush.
fibanocci on 7/8/2014 at 08:56
Properties-->Physics-->Model-->Type
Change it to obb/submodels 6 and match the dimensions you need if you want "solid"
If the biggest part/center of the object is in solid, it won't work at all
Physics-->Misc-->Collision Type: bounce
Thor on 7/8/2014 at 09:23
Quote Posted by fibanocci
Change it to obb/submodels 6
What are submodels anyway (why 6)?
Quote Posted by fibanocci
and match the dimensions you need if you want "solid"
do you mean making the dimensions of a the 'touchable' object smaller than the model so that 'that' doesn't clip into a brush?
Quote Posted by fibanocci
If the biggest part/center of the object is in solid, it won't work at all
What do you mean by this? EDIT: Lol nvm my brain is what it is I get it now.
I tried it though and it seems to work mostly. Though it still disappears, it seems, at least if an AI goes through it. So thanks.
fibanocci on 7/8/2014 at 09:49
The original barrel is a sphere hat. This means, the collision center is a small circular cylinder.
If you want to find out, what's the difference, type
show_phys_models
in the command window and compare a normal barrel and a modified obb-barrel. You can also change submodels.
Quote:
What do you mean by this?
Each object has a box. If the biggest part of this box is in solid, the physics of this object won't work any more. Try it out.
Quote:
do you mean making the dimensions of a the 'touchable' object smaller than the model so that 'that' doesn't clip into a brush?
I'm not sure what you're talking about.
The dimensions of an object marks the spot, where you're touching the object. Dimensions can change, if you change the type. Examine a normal barrel. It's got a radius. Your modified barrel (type obb) doesn't have that radius any more.
Daraan on 7/8/2014 at 09:54
There is a command named show_phys_models this will show you the 'shape' of the physical dimensions.
In DromEd objects are either cubes(OBB) or sphere like*
defined under Properties-->Physics-->Model-->Type.
Barrels have for example the type Sphere Hat, which makes them a sphere with a radius but objects or the player can easier stand on top of them.
Here is a post by NamelessVoice which explains a bit more about this with the goal to improve some models: (
http://www.ttlg.com/forums/showthread.php?t=89227)
*(or no physical size at all/none)
ZylonBane on 7/8/2014 at 12:31
Quote Posted by fibanocci
The original barrel is a sphere hat. This means, the collision center is a small circular cylinder.
No. A sphere is not a cylinder.
Thor on 7/8/2014 at 18:54
Aye. Only sometimes searching for a specific thing I want to accomplish I end up spending like an hour (well maybe less) just to track it down and even so I don't always manage to do that, so this is a much less frustrating (and more interactive) way to deal with a problem sometimes.
Thanks for the help, everyone. I'll be back sometimes with more questions, I'm sure.
Actually, if anybody happens to know, is there a hotkey for scrolling around the map? Or perhaps a list of hotkeys? I know of the "-" and "+" hotkeys that zoom in and out and ctrl, alt, shift ones, but nothing else.
Thor on 7/8/2014 at 21:35
Thanks fibanocci, that will come in handy.
I've another problem... I'm almost confused at what I'm even trying to do at this point. Really I just want to have multiple skin versions on the same object (like have a blue barrel, a green barrel, whatever). I know how to do it on an AI, but on an object not so much.
I read [url=http://dromed.whoopdedo.org/dromed/property/otxtrepr0?s[]=replacing]this and tried...
- modified the base object to have the texture I'm replacing named 'replace0.gif', then modified the original archetype with Shape -> TxtRepl r0 and typing in my new texture (with path) and then making a similar archetype, but with a different replaced texture and it didn't work.
- I also (originally, actually) tried copying the object to my \obj folder, but dromed wouldn't even let me make an object based on its model - dromed told me that object has invalid polygon verts (and pretty much listed each one of them in the MONO console) and that it could crash on rendering, so it didn't even render it (I guess can't have 2 different objects that are really the same in an FM? Can't see another reason).