dejay
04-30-2003, 08:46 AM
Anyone got any broad suggestions on tried and true strategies for making collision models for static meshes, so that karma objects (ie dead bodies), don't get stuck on them so much? I've made a few static meshes in 3dsmax, and have created corresponding collision models and exported them properly into UnrealEd in the same file. The collision works, but the dead bodies keep getting stuck on meshes, sometimes seemingly a fair way away from the actual mesh.
I haven't got U2 or UT2003, but am using the Postal2 incarnation of UnrealEd. I don't know if UT2003 has as much trouble with sticking bodies to collision models as Postal2 does, or if Postal2, being a little underdeveloped, has sucky karma built into the bodies.
I haven't done any UnrealEd mapping since the VB versions of UnrealEd, and the latest incarnations of UnrealEd seem a lot slicker and more stable. The whole idea of using static meshes and collision models is new to me, but I'm having fun with it images/icons/smile.gif
I haven't got U2 or UT2003, but am using the Postal2 incarnation of UnrealEd. I don't know if UT2003 has as much trouble with sticking bodies to collision models as Postal2 does, or if Postal2, being a little underdeveloped, has sucky karma built into the bodies.
I haven't done any UnrealEd mapping since the VB versions of UnrealEd, and the latest incarnations of UnrealEd seem a lot slicker and more stable. The whole idea of using static meshes and collision models is new to me, but I'm having fun with it images/icons/smile.gif