How can you add collision to a custom model bridge so that units are able to walk on it? I do not think it has to do with pathing in the editor but something with the model itself. I took the 'Mara Sara - bridge' doodad and simply changed the model to custom one. After doing so, the doodad lost it's collision. So, I figured it must be with the model it is obtaining it's collision information, but unsure how. I exported the 'Mara Sara - bridge' model and imported it into max with the m3 plugin and noticed it has 1 bone and 4 attachments. What are these being used for? As a test, I simply exported what I just imported to see it would still have it's collision in SC2. It did not. I then noticed the two files were different in size; the original bridge file being 180KB and the exported bridge file being 147KB. So, what is not being exported?
Well I narrowed it down. The M3 Plugin is either not importing or exporting the "Physics bodies" of the model. Inside the editor, in the model previewer, there is a folder called "Physics bodies" which has all the collision information for the model. Take a look at these images:
This is the Original model, untouched as it appears in the editor:
Here is the exact same model, imported and exported through max via M3 Plugins then imported into the sc2 editor.
So I guess my question would be is, How do I add a "Physic body" to a model?
Very well done with the investigation. This kind of documentation of a problem really helps.
The tools I've developed so far do not support physics bodies. I've known about them for some time but I think their implementation will be quite complex to do. At the moment I'm focusing on other areas. In the future these will be supported for the importer/exporter, but right now other model objects such as particle/ribbon emitters are taking priority.
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How can you add collision to a custom model bridge so that units are able to walk on it? I do not think it has to do with pathing in the editor but something with the model itself. I took the 'Mara Sara - bridge' doodad and simply changed the model to custom one. After doing so, the doodad lost it's collision. So, I figured it must be with the model it is obtaining it's collision information, but unsure how. I exported the 'Mara Sara - bridge' model and imported it into max with the m3 plugin and noticed it has 1 bone and 4 attachments. What are these being used for? As a test, I simply exported what I just imported to see it would still have it's collision in SC2. It did not. I then noticed the two files were different in size; the original bridge file being 180KB and the exported bridge file being 147KB. So, what is not being exported?
'Mar Sara - Bridge' model in max
M3 Import/Export Settings
Thanks.
Well I narrowed it down. The M3 Plugin is either not importing or exporting the "Physics bodies" of the model. Inside the editor, in the model previewer, there is a folder called "Physics bodies" which has all the collision information for the model. Take a look at these images:
This is the Original model, untouched as it appears in the editor:
Here is the exact same model, imported and exported through max via M3 Plugins then imported into the sc2 editor.
So I guess my question would be is, How do I add a "Physic body" to a model?
@desiderius1: Go
Very well done with the investigation. This kind of documentation of a problem really helps.
The tools I've developed so far do not support physics bodies. I've known about them for some time but I think their implementation will be quite complex to do. At the moment I'm focusing on other areas. In the future these will be supported for the importer/exporter, but right now other model objects such as particle/ribbon emitters are taking priority.