sNeaksieGarrett on 20/12/2013 at 04:26
That is a great idea, Xorak. I hadn't considered adding invisible objects. It appears that going this route is currently the best solution.
darthsLair: I have already done as such with no luck.:erg:
It appears that when adding the dimensions of the object, coupled with the MatWood, etc. that the object becomes completely solid. That is to say, attempting to shoot through it where it visibly looks like there is a hole results in the broadhead being destroyed on impact. I guess LGS must have created holes in collision models when making the .bin files. I had thought messing with "pore size" would help through Dromed, but I guess that is only applicable to already created collision info on one of the original models? I've no idea. :confused:
I suspect if I was able to create collision data from my modeling program before exporting to .bin that this whole problem would have been mute. I'm using Blender so I don't know how to do collision data. I recall being able to create collision data for 3d models using 3dstudio max. However, I've no idea if Dark Exporter for Blender even exports collision data, nor if this is possible.
fibanocci on 20/12/2013 at 10:05
If you make your fence on the basis of a Railpost, broadheads will always stick on it. They won't be destroyed.
sNeaksieGarrett on 20/12/2013 at 16:12
The railpost doesn't work either.
fibanocci on 20/12/2013 at 17:05
This is impossible. I can only think of one thing: You didn't set any dimensions, you only set the size. Check physics-->model-->dimensions
sNeaksieGarrett on 20/12/2013 at 21:04
Changing dimensions, adding MatWood, doesn't work. The railpost is made of metal anyway. I even tried just making the railpost without changing it's shape and added MatWood. Still nothing. Maybe I'm still missing something. Could you maybe make a demo scene and send me it?
R Soul on 20/12/2013 at 21:15
The 'Can attach' property is for texture archetypes (the MatWood metaprop is applied to WoodTex). It has no effect on objects because some wooden objects can move (doors, crates, barrels etc). To allow rope/vine arrows to attach, add the property Object System> Immobile: True. The object will also cast a shadow if you relight the mission.
darthsLair on 20/12/2013 at 21:19
Quote Posted by sNeaksieGarrett
Changing dimensions, adding MatWood, doesn't work. The railpost is made of metal anyway. I even tried just making the railpost without changing it's shape and added MatWood. Still nothing. Maybe I'm still missing something. Could you maybe make a demo scene and send me it?
Just delete the Material Metaproperty Metal, and add MatWood, then save if you have done this on the concrete object. You may have to close and open dromed to notice the change. Set the dimensions as I outlined in a prior post, you should be good to go.
fibanocci on 20/12/2013 at 22:37
Here you go
There's an iron fence (it's a railpost actually) with wood property. Look at the settings.
Broadheads and rope arrows are in the inventory.
sNeaksieGarrett on 21/12/2013 at 01:53
Quote Posted by R Soul
To allow rope/vine arrows to attach, add the property Object System> Immobile: True. The object will also cast a shadow if you relight the mission.
That worked! Thank you R Soul.
Now the only thing I need is being able to shoot through the holes in the object. Looks like Xorak's idea will have to do if I want this to work. I already know what model I can use. (The railpost.)
R Soul on 21/12/2013 at 20:26
Ah, well you already mentioned the pore size value. Metal gates use a value of 0.25, and all arrows have a physics radius of 0.19, so they pass through.
You need to make rope arrows a bit fat. Edit the RopeArrow archetype. Physics > Misc > Dimensions: Radius 1: 0.26. If you already have rope arrows in the mission, use the Hierarchy Op button: Copy to, All descendants.