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> Working Bounding box?, how to create a bounding box in O2?
der.hannes
post Mar 24 2008, 17:39
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Hi

i want to make some building addons to arma with 3DsMax 6 but have problems with adding a bounding box to my modell.
to test importing to arma i build a simple wall with working textures and using it with the mission editor works fine, but it has no collision control.

i know that i have to add a geometry lod to my model wich should not be bigger than the modell.
i have done this by importing another .3ds file with a smaller modell as a Geometry lod but i dont get it to work in arma!
do i have to change something in my config.cpp or something?
you know any tutorials for adding addons to arma?
thanks for help!
 
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JdB
post Mar 24 2008, 19:20
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-Create the wall
-Make the model in the geometry lod about 10% smaller than the normal model
-Name the lod "Geometry", select the lod model (Ctrl+A) and choose Structure - Convexity - Component Convex Hull. Also add weight to it ("Mass" window).

Should work.


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D@V£
post Mar 24 2008, 19:34
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QUOTE(JdB @ Mar 24 2008, 18:20) *
-Create the wall
-Make the model in the geometry lod about 10% smaller than the normal model
-Name the lod "Geometry", select the lod model (Ctrl+A) and choose Structure - Convexity - Component Convex Hull. Also add weight to it ("Mass" window).

Should work.


Of course, you missed out the most important step of naming it as a selection "component01" tongue.gif
(or, component02, component03, component04 etc.)


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Deadeye
post Mar 24 2008, 19:51
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Nope Component Convex Hull will add the components aswell wink.gif


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der.hannes
post Mar 24 2008, 20:59
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thanks guys, gonna try it out tomorrow
 
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der.hannes
post Mar 25 2008, 10:08
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Great! works fine.
but is there a possibility to use exact the model i imported as boundingbox (it is smaller than the main model)?
convex hull is very undetailed, i need to make a bounding box for a enterable house with open windows, doors and stairs.
everything should be as excact as possible.
i cant imagine to remodel the whole building in O2...
 
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der.hannes
post Mar 25 2008, 17:28
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ey JdB i havent seen that you where closing my threads, i head some problems with all the sections...
i dont thought that anyone would look in a thread he has allready looked on.

i hope someone can help me with my boundingbox as mentioned one post above.
 
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JdB
post Mar 25 2008, 17:41
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Well, you have the normal model. You copy that (Ctrl+C, Ctrl+V), and rescale it to be about 90% of the original. Then you move it into a new lod, and pick the Geometry name. After that you choose Component Convex Hull, and it "closes" the model, making it a bounding box as you call it. It also creates one (typically) or more ComponentXX selections. That's all you need to do.


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D@V£
post Mar 25 2008, 19:01
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QUOTE(JdB @ Mar 25 2008, 16:41) *
Well, you have the normal model. You copy that (Ctrl+C, Ctrl+V), and rescale it to be about 90% of the original. Then you move it into a new lod, and pick the Geometry name. After that you choose Component Convex Hull, and it "closes" the model, making it a bounding box as you call it. It also creates one (typically) or more ComponentXX selections. That's all you need to do.


I thought we'd already established that component Convex hull didn't work for high detail models because it closes up stuff it isn't meant to and will just create a box for any sort of building with an interior...

You don't need to remodel to whole thing for geometry, just create simple boxes for the walls and leave a hole for the door smile.gif

BRSSEB wrote a nice tutorial on making a house with geometry section included, you only really need to look at the geometry section. I can't really say anything else because I'd just be repeating what he said smile.gif

http://ofp.gamepark.cz/_hosted/brsseb/tuto...8/lesson8_a.htm

http://ofp.gamepark.cz/_hosted/brsseb/tuto...8/lesson8_h.htm (geometry bit)

Ideally you can just make your geometry out of a few simple polyhedrons. In practice try to keep the geometry and fire-geometry as low-detailed as possible, this will cause the game to be faster. Also, high-detail geometry LODs tend to cause a lot of problems IMO, so best to keep it simple smile.gif


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QUOTE(Major Mike Shearer)
We can categorically state that we have not released man-eating badgers into the area.
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der.hannes
post Mar 26 2008, 14:37
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thank you very much dave, thats exactly what i was searching for!
now i gonna work through these tutorials...
 
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