intruder on 16/12/2013 at 20:55
Quote Posted by sNeaksieGarrett
One more thing. I was just testing the collision and I noticed that arrows just pass through the model. I'm assuming I need to play with the Pore Size, right? or will that even make a difference at all? I did actually try pore size of 1, but didn't seem to do anything. I looked at the other fences in the actual hierarchy and none of them have this set.
Is it just the arrows or any other object too?
Sounds to me like you need to adjust the size of the bounding box of your fence...
btw.: What is this "Pore Size" property? I've never seen this before in DromEd, where can I find it?
fibanocci on 16/12/2013 at 21:08
Physics-->Model-->Attributes
sNeaksieGarrett on 17/12/2013 at 02:53
Yes, what fibanocci said.
I've only tested the broadhead and the sword on the fence. The broadhead passes through, but the sword does not. I can swing at the fence and if I hit it just right it will not pass through it.
EDIT:
Sorry, I just tested it again and I was previously misinterpreting what I was seeing. See, the problem was, A. I hadn't set up a room brush so I couldn't hear what was happening, and B. I wasn't paying close enough attention. I originally thought the arrow was passing through, but after testing just now I realize it's actually hitting the wood and getting destroyed on impact, just like what would happen if you shot a broadhead into metal. The fence doesn't have MatMetal on it though. I had put MatWood on it. There must be something that I am not setting up properly to cause this to happen, or is it that you can't shoot broadheads into a wood object and only into wood floors/walls/ceilings?
Edit2: Sorry, missed your post.
Quote:
Did you set the metaproperty-->material settings to MatMetal?
No, although the fence object I made was a sub-object of the Fence archetype which does. Adding MatWood specifically doesn't seem to fix the problem though.
Yandros on 17/12/2013 at 03:50
If you started from an object that normally doesn't accept rope arrows, then just setting the material to Wood isn't enough. Try Physics > Terrain > Can Attach, although it might be something else.
sNeaksieGarrett on 17/12/2013 at 15:31
Hmm, I tried that and it did not work.
LarryG on 17/12/2013 at 15:50
Physics>Terrain>Can Attach: {Rope,Vine}
But you should automatically get that with MatWood. So something else is wrong. My suggestion: Start over with a new archetype under TerrainLike>Fence>VineRail, and just change the shape & physics dimensions, NOTHING ELSE.
sNeaksieGarrett on 17/12/2013 at 16:03
Okay tried it, didn't work. This time the arrow goes through the fence. Garrett still bumps into the object though, so I don't get it.
fibanocci on 17/12/2013 at 16:11
Make a RailPost instead and change shape/size/Dimensions, etc.
darthsLair on 17/12/2013 at 16:17
Quote Posted by sNeaksieGarrett
Okay tried it, didn't work. This time the arrow goes through the fence. Garrett still bumps into the object though, so I don't get it.
Here is something to try:
find_obj fence (-5117), click add> name of fence, Add>shape model name,add position, then just make sure your fence is an obb 6 false,false, add MatWood. Now, create the fence, and note the size under depth, width, height , and under Physics>Model>Dimension change the size data to correspond x=depth,y=width, z=height. Save the gamesys, and .mis, or the .cow It should now have all the properties a fence should have.
Xorak on 18/12/2013 at 00:34
If nothing seems to work, why not just use the physics and such of an existing object that best matches your fence (i.e. if it's a wood fence, use a wood object)? The collision of your object can't be that different from something that exists already. You can always add invisible objects to create the illusion of an oddly shaped collision box.