Something weird about the new collision model I found

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Max Bain
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Joined: Wed, 27. Jun 18, 19:05
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Something weird about the new collision model I found

Post by Max Bain »

When I created a new collision model with the new blender plugin, I noticed that I can not land on the docking bay because of the inaccuracy of the new model. I then thought when I can not land on a docking bay because of the new collision shape, what happens with the subsystems around the ship and voila, I can not shoot them. I always hit the main hull (on most of the subsystems).
I dont know but for me this all feels very alpha-like. Maybe I should come back in a months or so and see if either there are good tutorials or the main issues have been fixed. This all stresses me out :|

Anyone has better experience and can give some tips?
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link
Scoob
Posts: 11165
Joined: Thu, 27. Feb 03, 22:28
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Re: Something weird about the new collision model I found

Post by Scoob »

I can't give any practical help at all, sorry. However, surely Egosoft themselves have had to go through ALL the vanilla ships and convert them to work with the new Jolt physics. I would imagine that this wasn't a totally manual, labour-intensive task, and there are tools to aid with the bulk of the conversion. I know the Arawn is a particularly complex ship, but the basic principal of what needs doing wouldn't be any different to a vanilla vessel would it?

Basically, irrespective of how involved the process might be, there are likely several people who've already done this process for the vanilla ships. It'd be great to hear from them!

Speaking personally, Mods have been the lifeblood of X games for me, they're what keep me playing and enthusiastic for whatever Egosoft release next, as that can be modded too. Not taking anything away from the base game here, but the wealth of free stuff modders provide has been a key reason I've played for so long.

Hope you can get some help with this Max Bain. You have my moral support at least!
Otas Elite
Posts: 1040
Joined: Wed, 24. Sep 08, 19:29
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Re: Something weird about the new collision model I found

Post by Otas Elite »

I think that I read yesterday that the collision shapes are only used for ship to ship collisions. For Weapons they just use the mesh of the ship.
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Axeface
Posts: 3029
Joined: Fri, 18. Nov 05, 00:41
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Re: Something weird about the new collision model I found

Post by Axeface »

Scoob wrote: Sun, 16. Apr 23, 13:33 surely Egosoft themselves have had to go through ALL the vanilla ships and convert them to work with the new Jolt physics. I would imagine that this wasn't a totally manual, labour-intensive task
I dont think so, I have a feeling that Lino has been very busy over the last few months. I think this has to be done manually because it is not just click a button and its done, there is nuance to it. Im going to try flying into air vents and tunnels with the spacesuit today, I have a feeling its going to be quite the experience.

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