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Creating new bunkerSilo Collision

Forum Overview >> Farming Simulator 17

CategoryFarming Simulator 17
Created18.11.2016 22:42


Joseph E Williams (Josephwilliams1990) 18.11.2016 22:52
I am having an issue with Creating and new bunker silo, made a new model and put it in game.
I made a purpose built collision for the silo and set the Object mask to fffe and the collision mask to 800ff.
When i test the Silo, the game sees all the triggers, knows what it is but the walls (collision) do not stop the chaff going through they do nothing but stop the tractor going through. I am very puzzled, have checked everything but no luck. Am i missing something or does the collision have to be simple (a box)?

Craig Broerman (Unknown) 21.11.2016 13:59
Are you using GE 7.0.3 or higher, and have you ran the helper script to create the collision? After doing that and saving your map did you create a new game because the collision will not work unless you start a new game? If you want to use your save game then copy the map collision grle file out of your map folder and then place it inside of your save game folder. Change the name of this new map collision file to the name of the one inside the save game folder and delete the original one in that folder. This should allow you to use your new collisions in your existing save game.

Joseph E Williams (Josephwilliams1990) 21.11.2016 20:04
Thanks, issue solved at last. Took for ages, how do you make a raise area accept tip with it going through the object?

Thanks

Craig Broerman (Unknown) 23.11.2016 16:21
I did this for a silage bunker but it works for all tip able material. From the In game map Coldcrest i took the Collision off of one of the buildings in that map. The collision for the building was made up of rectangular boxes. I coppied one of those collision boxes and manipulated them to be lined up with all of the walls of my bunker (I also did this for a few other storage buildings). After that i ran the helper script to create the new collision file and saved the map that i was working in. I have only tried to do this while working on a map. I have not tried it while only working on an individual building. I can guess though that this works then too. Once you place a building that has a tip Collision on it into a map you would then need to run the helper script to create the tip collision file.

Here is a link to a few other post talking a little more about this.

https://gdn.giants-software.com/thread.php?categoryId=21&threadId=4023

https://gdn.giants-software.com/thread.php?categoryId=21&threadId=4075

http://americaneaglesmodding.com/index.php?topic=12949.msg96447#msg96447

Craig - CBJ Midwest Modding

Craig Broerman (Unknown) 23.11.2016 16:22
I did this for a silage bunker but it works for all tip able material. From the In game map Coldcrest i took the Collision off of one of the buildings in that map. The collision for the building was made up of rectangular boxes. I coppied one of those collision boxes and manipulated them to be lined up with all of the walls of my bunker (I also did this for a few other storage buildings). After that i ran the helper script to create the new collision file and saved the map that i was working in. I have only tried to do this while working on a map. I have not tried it while only working on an individual building. I can guess though that this works then too. Once you place a building that has a tip Collision on it into a map you would then need to run the helper script to create the tip collision file.

Here is a link to a few other post talking a little more about this.

https://gdn.giants-software.com/thread.php?categoryId=21&threadId=4023

https://gdn.giants-software.com/thread.php?categoryId=21&threadId=4075

http://americaneaglesmodding.com/index.php?topic=12949.msg96447#msg96447

Craig - CBJ Midwest Modding

Joseph E Williams (Josephwilliams1990) 25.11.2016 19:18
I have to say i must have been half asleep when i wrote the last post, sorry.

The issue i am having now is with the floor, The silage silo i built for fs 15 was designed to be filled from a raise position. The terrain will not do verticals, a model was used instead to create the vertical rear wall of the silo and a flat area was also modeled to allow the player to tip on the raised area and push the chaff in.
Currently when i tip on the raised area the silage will go through the model and down to terrain level.
Is it possible to make a model that will act like terrain and allow direct tipping on a raised plane above the terrain.
For example the second story of a building?

Craig Broerman (Unknown) 28.11.2016 19:47
I understand now what you are trying to do but sadly i do not have a solution for you. I myself have not tried to do that. The only thing i could suggest trying is to take a copy of the in game tip collision and turn it 90 degrees onto its side and see if you can get that to act as a vertical stop.

James Norred (Cajunwolf) 29.11.2016 08:41
You also need to paint the area in the info layer with the tipCol, and then run the script to recreate. This is a white layer that looks the same when your painting the navMesh area for animals, but it's a mask that won't let you unload where ever it's been painted.

Craig Broerman (Unknown) 30.11.2016 18:03
Please correct me if i am wrong but the painted collision info layer does not allow you to tip material in that region at all. In this case he still wants to be able to tip it, but when he does it just goes through his platform and falls to the ground. The tip info layer is used for roads or areas where you do not want to tip at all.


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