TattieBoJangle Posted August 23, 2014 Share Posted August 23, 2014 Hi guys i am having a bit of a problem wit a model i have imported, it is a simple road with pavement but it is seeing the curb bigger that it is i have to jump to get on it not sure but should the character step up on to it. I have added a video and a pic to so you can see if you have any ideas what it could be after looking at the nav mesh it looks a little messed up could it be that. http://s21.postimg.org/h6zomwisn/Untitled_2.jpg http://s3.postimg.org/px8un4klv/Untitled_2.jpg http://youtu.be/yzTOcTcQHRk Quote Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4 Link to comment Share on other sites More sharing options...
AggrorJorn Posted August 23, 2014 Share Posted August 23, 2014 Can you post a screenshot from the physics view? via View -> Show physics Quote Link to comment Share on other sites More sharing options...
TattieBoJangle Posted August 23, 2014 Author Share Posted August 23, 2014 Yea the physics look a bit messed up also :/ http://s23.postimg.org/jfd35xv97/Untitled_2.jpg Quote Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4 Link to comment Share on other sites More sharing options...
AggrorJorn Posted August 23, 2014 Share Posted August 23, 2014 The physics actually look pretty well. The weird stripes look odd but that only means the physics shape is intersecting the model which is a good thing. How did you create the physics mesh? You can also upload the images directly in to this post btw. This will prevent the topic from having broken links once you have deleted the images. Quote Link to comment Share on other sites More sharing options...
macklebee Posted August 23, 2014 Share Posted August 23, 2014 Aggror wasn't there an issue at one time with the old LE2 controller when used in the tunnels scene? if memory serves it was due to a small edge on a model surface that was angled higher than the allowable controller slope, so the controller would seem to get stuck randomly. That last picture looks to have a bevel on the curb. Maybe if he created his own CSG primitive for the curb physics body it would work? 1 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
TattieBoJangle Posted August 23, 2014 Author Share Posted August 23, 2014 Yea i will upload the images here from now on to make the mesh i just generated the poly shape and applied it to the model. Quote Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4 Link to comment Share on other sites More sharing options...
TattieBoJangle Posted August 23, 2014 Author Share Posted August 23, 2014 A closer look at the curb if it helps Quote Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4 Link to comment Share on other sites More sharing options...
bandrewk Posted August 23, 2014 Share Posted August 23, 2014 We had the same problem, see this topic: http://www.leadwerks.com/werkspace/topic/10380-character-controller-gets-stuck-on-thin-objects/ Quote Link to comment Share on other sites More sharing options...
macklebee Posted August 23, 2014 Share Posted August 23, 2014 Yeah the option for polymesh physics bodies are great but has its drawbacks. Should probably try to use primitive physics shapes when possible to help avoid issues with small edges. 1 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Marleys Ghost Posted August 23, 2014 Share Posted August 23, 2014 Use invisible CSG pieces to cover the slopes. 1 Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
TattieBoJangle Posted August 23, 2014 Author Share Posted August 23, 2014 Thanks macklebee its the first time i have came across this it would be cool to get the option added later to have a stepping function for example in the player stats you can adjust the stepping hight or something along they lines It will take a while but i will do just that Ghost thanks. Quote Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4 Link to comment Share on other sites More sharing options...
AggrorJorn Posted August 23, 2014 Share Posted August 23, 2014 Macklebee is right, the curve angle is the problem. Mesh slopes that are higher than 45 degrees (be default)block the player from walking up to it. In your screenshot you can see this slight curve on the edge of the sidewalk. The solutions are : Like marleys ghost says: Create an invisble ramp near the siwewalk Instead of using a polymesh shape, create physics shapes in your 3d editor. the advantage to this method is that you get a less complexer phy shape and you wont have to build invisible ramps everywhere. Quote Link to comment Share on other sites More sharing options...
TattieBoJangle Posted August 23, 2014 Author Share Posted August 23, 2014 Changed it so it was just a step no curve and still i have to jump will return to this later as i need to go but thanks for the help guys Quote Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4 Link to comment Share on other sites More sharing options...
AggrorJorn Posted August 23, 2014 Share Posted August 23, 2014 Okay, I have to admit this information is far to tucked away in the forum to be useful for newcomers. The documentation for this really needs to get updated. This video shows how to add simple geometric physics shapes in a 3d editor. 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted August 26, 2014 Share Posted August 26, 2014 You don't even need to do that. With simple geometry, it will just automatically be loaded as the physics shape by default. You'll get a lot more helpful feedback if you post the actual file in question. Otherwise we are all just guessing. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
TattieBoJangle Posted August 26, 2014 Author Share Posted August 26, 2014 Sure thing Josh https://www.dropbox.com/s/lbtmihk0rclk9i2/Test2.zip?dl=0 Quote Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4 Link to comment Share on other sites More sharing options...
Josh Posted August 26, 2014 Share Posted August 26, 2014 You don't even need to do that. With simple geometry, it will just automatically be loaded as the physics shape by default. You'll get a lot more helpful feedback if you post the actual file in question. Otherwise we are all just guessing. Actually, I take that back. That was just something I was thinking about and never did. This is the problem: If this edge was 90, he would go right up it, but because it's at a steep slope he can't climb the slope, and it blocks the character from hitting the flat surface of the sidewalk. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
TattieBoJangle Posted August 26, 2014 Author Share Posted August 26, 2014 Still cant get on the sidewalk. Quote Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4 Link to comment Share on other sites More sharing options...
Josh Posted August 26, 2014 Share Posted August 26, 2014 The side view above shows a really obvious slanted angle. It also seems to be a really dense mesh of many triangles for such a simple shape. Physics geometry should be as simple as possible. The easy way is to build a collision shape out of convex pieces in the model and name each block "convexhull". Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Imchasinyou Posted August 26, 2014 Share Posted August 26, 2014 Isnt there a step height setting or something similar that can be changed? I have a covered bridge model Id like to use BUT, the HUGE 2x6 board that the character has to step upon to get over is, well, just too high i guess. . . . Never seen this until I came to leadwerks. . . . I can post a pic of said HUGE 2X6" boards that lay on the deck of this bridge if you like. 2 Quote Asus sabertooth 990FX, AMD FX 9590 , Windows 7 Home Premium 64 Bit, 4 HDD's Western Digital Caviar Black set in Raid 0, 16 GB Crucial Ballistix Elite, Asus Radeon R9 270 X 4GB, Corsair CM750M, Link to comment Share on other sites More sharing options...
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