Post by indiedev on May 1, 2017 6:39:06 GMT
anyone who's read the rigidbody help file would've noticed that the info on importing collision models is a long dead weblink [www.3drad.com/importing.htm] so this vital info may be lost forever.
there was also an addon on the old forum:.spg file scaner project which would show the mysterious files like this:
after days of searching i have found the nearest equivalents for both that fit my needs [listed below] but if anyone has either of these better examples please share them, and if you have the importing page a new thread that could be stickied would be helpful to everyone.
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indiedev's substitutes:
1. collision model help file: modeling.htm (30.26 KB)
-from rad's older cousin '3impact' help files [or download whole engine at moddb etc] i forget which version, but one has help files in the hulk7123 folder, and this one on modeling is pretty relevant except for non-dynamic poly models no longer need to be closed hull [surface based in rad] it also does not mention the elusive box groups that rads help files often refer to.
2. rigidbody file stats [no visuals] www.nvidia.com/object/agperfmon_home.html get it while you still can, it's superseded/very old and many dead links on NV site. is also useful for capturing realtime physics frame latency stats of your game running.
.spg stat steps:
-create custom collision/mass models [see rad boat for good examples] not sure what proper procedure for box groups is but i made one with 6 rectangular boxes using each groups bounding box as a guide [all sides 90deg -no angles] and kept them all apart by at least 0.5-1cm [spheres can overlap each other though]
-load an empty scene and import your rigidbody as dynamic
-run agperfmon then: capture [run project a few secs] -stop -viewer -click any frame -stats and 'totaldynamicshapes' will tell you that your .spg file was converted by rad correctly or not [e.g boat has 5 spheres collision + 1box mass =6 total]
what i've learnt so far from this app:
-if you just use the same poly based model [non-sphere/box] for collisions you get no .spg [only .xsm's] and only 1 shape even on a model with 3 seperate shapes [likely just a box based on entire bounding box of all 3?] -better to create 3 or more boxes or spheres as collision model [less than 20 i'd say]
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edit:
spg=SPhereGroup, but likely used for box groups aswell?
---------------
edit 2:
seems you get .spg + .xsm's for box groups, if all spheres get .spg only? [more testing needed] maybe xsm stands for .x square mesh?
there was also an addon on the old forum:.spg file scaner project which would show the mysterious files like this:
after days of searching i have found the nearest equivalents for both that fit my needs [listed below] but if anyone has either of these better examples please share them, and if you have the importing page a new thread that could be stickied would be helpful to everyone.
---------------------
indiedev's substitutes:
1. collision model help file: modeling.htm (30.26 KB)
-from rad's older cousin '3impact' help files [or download whole engine at moddb etc] i forget which version, but one has help files in the hulk7123 folder, and this one on modeling is pretty relevant except for non-dynamic poly models no longer need to be closed hull [surface based in rad] it also does not mention the elusive box groups that rads help files often refer to.
2. rigidbody file stats [no visuals] www.nvidia.com/object/agperfmon_home.html get it while you still can, it's superseded/very old and many dead links on NV site. is also useful for capturing realtime physics frame latency stats of your game running.
.spg stat steps:
-create custom collision/mass models [see rad boat for good examples] not sure what proper procedure for box groups is but i made one with 6 rectangular boxes using each groups bounding box as a guide [all sides 90deg -no angles] and kept them all apart by at least 0.5-1cm [spheres can overlap each other though]
-load an empty scene and import your rigidbody as dynamic
-run agperfmon then: capture [run project a few secs] -stop -viewer -click any frame -stats and 'totaldynamicshapes' will tell you that your .spg file was converted by rad correctly or not [e.g boat has 5 spheres collision + 1box mass =6 total]
what i've learnt so far from this app:
-if you just use the same poly based model [non-sphere/box] for collisions you get no .spg [only .xsm's] and only 1 shape even on a model with 3 seperate shapes [likely just a box based on entire bounding box of all 3?] -better to create 3 or more boxes or spheres as collision model [less than 20 i'd say]
----------------------
edit:
spg=SPhereGroup, but likely used for box groups aswell?
---------------
edit 2:
seems you get .spg + .xsm's for box groups, if all spheres get .spg only? [more testing needed] maybe xsm stands for .x square mesh?