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tipCol Placeable

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Created17.10.2019 18:17

Leigh Mike (LesiuApple) 17.10.2019 18:17

I add tipColission to my placeable mods but It didn't work. How to set it corectly ?

Bilbo Beutlin (BBeutlin) 17.10.2019 19:40
Examine default placeables, espec. heed the collision mask (bitmask) in rigid body.

Leigh Mike (LesiuApple) 17.10.2019 22:14
Everything is set corectly but It still not working

Bilbo Beutlin (BBeutlin) 18.10.2019 01:23
Honestly - your infos are so poor that only clairvoyants can guess what's wrong.

WHAT exactly doesn't work?
Does it work with default placeables?
Is there any error/warning in log?
Did you setup the collision maps properly (GE menu/scripts/FS19/map/create ground collision map)

For tests take out all mods (except the mod/map to be tested).

Leigh Mike (LesiuApple) 18.10.2019 08:18
I set tipColission on the walls of my placeable building , i can't "create ground collision map" because Giants editor say there is no terrain, log is clear.

Bilbo Beutlin (BBeutlin) 18.10.2019 14:19
If you get this error while creating ground colli map, there's probably something wrong with the map.
That could be the reason why your placeable's tipCollision doesn't work. At first try with a standard map.

Leigh Mike (LesiuApple) 18.10.2019 14:27
It's separate placeable mod , not placeable in map

Bilbo Beutlin (BBeutlin) 18.10.2019 15:17
It would be really useful if you give some more info.
WTF is a "placeable mod , not placeable in map" ??

Leigh Mike (LesiuApple) 18.10.2019 15:49
I made placeable mod which you put in your mod folder and which you can buy and place , i GE there is no terrain to create ground collision. Do you want screenshot or something ?

Bilbo Beutlin (BBeutlin) 18.10.2019 15:54
You misunderstood me. Of course the placeable object doesn't have a terrain. I have meant the map you are using for placement. If this map doesn't have a valid ground colli map, your objects tipCollision won't work either.

Leigh Mike (LesiuApple) 18.10.2019 16:26
The problem is that another building that I downloaded with tipCol set works perfectly

Bilbo Beutlin (BBeutlin) 18.10.2019 18:39
Still you didn't describe WHAT exactly doesn't work. So I'm guessing again.
If it's unloaded material what 'flows' through solid wall, it is most probably caused by non-fitting walls. The Giants engine works with single precision float and a value of let's say "1.000" may result in "0.999" or similar. So occur sometimes 'leaks'.
If you have walls, let them overlap a little bit, also into ground.

Leigh Mike (LesiuApple) 18.10.2019 19:08
The grain passes through the walls.

Here is a screenshot how I set it :

Leigh Mike (LesiuApple) 18.10.2019 19:22

Leigh Mike (LesiuApple) 18.10.2019 19:34

Bilbo Beutlin (BBeutlin) 18.10.2019 19:45
1. Looks like you have 'one great box' for the hall. That's wrong. You need separate parts for solid body, eg. in size of the hall walls.
Finally you must define 'tipOcclusion' areas in i3d and xml where the wall parts are based on ground.
2. Let the wall parts overlap a little, let's say ~0.02 (some centimeter). Also stick them into ground.
3. Set the collision mask to "800ff".
4. I've recommanded to compare with default placeables, eg. drive-in silos. Obviously you didn't.

Leigh Mike (LesiuApple) 18.10.2019 19:58
Okay I will try it. Thanks

Leigh Mike (LesiuApple) 18.10.2019 22:57
I done this but it doesn't help , maybe i make something wrong but its not working.

Leigh Mike (LesiuApple) 18.10.2019 23:12

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