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Post by ariablutron98 on Feb 3, 2017 20:38:06 GMT
Hi all! How do I make a skinmesh solid so i can spawn a car on it and drive around? I made a city on 3drad Thanks
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Post by GH Games on Feb 3, 2017 21:11:51 GMT
Very easily bro, here are the steps:
1. Export your model as both Static RigidBody and SkinMesh making sure the origin points are the exact same.
2. Load 3D Rad, add RigidBody, load your model and uncheck "Display Geometry".
3. Add SkinMesh directly on top of your RigidBody (if you exported with the same origin points they will be aligned perfectly).
Done, now you are able to walk/drive on the RigidBody but only see the SkinMesh. Happy days!
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Post by TinSoldier on Feb 4, 2017 6:46:20 GMT
Well I don't quite agree with #1 above, #2 & #3 are fine
The idea of separate rigidbody and skinmesh models is to allow them to be different.
aligning them exactly the same isn't a requirement either, but generally is the idea in mind. ( An exception here is adding a skinmesh tire model to a buggyCar requires you to SHFT+RMB click to select the wheel center then use (Edit)-(Move Object to cursor (Alighned)) then click the skinmesh for that tire). (This perfectly aligns the skinmesh with the models selected tire, repeat for each tire.) (Also if you design your own tire skinmesh model, be sure to center the models center at 0,0,0 before exporting to prevent wobble (VERY IMPORTANT)
The rigidbody has to have 2 models with a third optional shadow model( the shadow model can be deleted to save space and to prevent 3drad from loading it run time if not used).
The mass model is often the same as the collision model, but not a requirement either.
The mesh model is the visual model and can be non-solid if desired, just like skinmesh models.
Using a skinmesh attached to a rigidbody allows for more special engine effects to interact with it, like lighting & fog & shaders.
As a side note, i often don't use a skinmesh unless i plan on making the project multi-player, then in that case i can use the builtin networking options of the skinmesh. ( this isn't an engine requirement, it's possible if you understand the scripting end of things to do your own networking of objects in your project)
The basics of what you want would be either a rigidbody or a ready made car or PCar objects to give you the basic drive-ability, adding a skinmesh(s) would enhance the visual look of these.
The BuggyCar and PCar are just ready made objects for convenience that include a rigidbody and visual placeholder model, and input routines ready to use.
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Post by GH Games on Feb 4, 2017 9:30:49 GMT
#1 is the most important one he said, "How do I make a skinmesh solid so i can spawn a car on it and drive around?" for this he needs a RigidBody for the collision on his car and a SkinMesh the exact same so it appears as though the SkinMesh is solid as the car drives/spawns on it.
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Post by indiedev on Feb 4, 2017 12:02:09 GMT
if you read between the lines GH, you'll find that tin has helped you with your fog issue:
'Using a skinmesh attached to a rigidbody allows for more special engine effects to interact with it, like lighting & fog & shaders.'
using rigid bodies as shadow casters is a noob mistake, but you can likely have foggy skin shadows, i haven't tested this but i'm 99% sure it'll work better for your issue.
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Post by GH Games on Feb 4, 2017 13:32:14 GMT
I already fixed it, I used a serperate skinmesh for the shadows (skinmesh shadow caster) and set it to "no fog" and it works absolutely perfectly.
I have never used the rigidbody shadow casters (apart from when you export a dynamic rigidbody) are they just the same as the skinmesh ones? I just assumed straight away that the skinmesh shadow caster will be able to have effects because it's a skinmesh lol and I was right. (my first time using them im refering to)
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Post by GH Games on Feb 4, 2017 13:36:23 GMT
indiedev I keep looking at your profie picture and wondering what game it is haha, can you put me out of my misery What is it?
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Post by ariablutron98 on Feb 5, 2017 0:21:22 GMT
Hi thanks for the replys! When i said i made the city in 3d rad i mean i made it in blender but when i try to export it to google sketchup to then be exported to 3drad the scalung goes wrong and its smaller so u cant drive on it. Is there such thing as a collisiin colider for 3d rad
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Post by indiedev on Feb 5, 2017 3:48:09 GMT
maybe try the blender rad exporter, it's on here somewhere, or just rescale in SU before export.
GH: it's previous dues ex, i only ever played the 1st one, but like that shot and the city backdrops.
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Post by GH Games on Feb 5, 2017 9:15:09 GMT
Ohh okay Blender. The exporter doesn't work at all for me I'm on v2.78. I haven't checked for an update in a while so that might not be the latest version.
Oh dues ex good game good game. I was going to buy the android dues ex GO or something but I never did.
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