Posted 03 January 2006 - 10:20 PM Edited by Ryan_, 03 January 2006 - 10:23 PM.
About the building, go check it out! I'm going to have a look, but it took me ages to find your last buildings, and when I thought I did you made me doubt myself. So maybe another screen shot if you see an issue.
Edit: Well the first post in the bugs topic speaks of the issue like it's a model loading issue, not a model or col issue.
I will still have a look, but I don't think it's a col issue.
Posted 04 January 2006 - 07:34 PM Edited by Ryan_, 04 January 2006 - 07:36 PM.
A new pack of colfiles has been sent to Y-Less for hosting (colfiles2.rar), please download and install these files before making any more issues aparent.
There shouldn't be hardly any if any more issues to correct with the colfiles now.
Please everyone test them and report any issues.
Posted 04 January 2006 - 07:39 PM
Posted 05 January 2006 - 10:50 PM
There's a tiny invisible piece of collision data sticking up there because I ran into it and went flying off my PCJ a couple of times! Just a minor fix - thanks.
Posted 05 January 2006 - 11:45 PM
Posted 06 January 2006 - 12:26 AM Edited by Craig Kostelecky, 06 January 2006 - 12:52 AM.
Also there's something in the 2nd floor of the car park which is causing some col issues. It appears that object may be dynamic though as it moves if you crash a car into it enough. Or I'm just crazy about that. Anyway, the exact spot where I saw that issue was at -20.83 -567.39 35.06.
And that issue I mentioned at the hospital still exists. Here is a picture. The white part is basically what's unsolid.
*I have no idea why I named that file SIAirportCol.
Posted 06 January 2006 - 10:24 PM
Ben, I cant read the co-ords on your picture, could you send them to me?
Posted 06 January 2006 - 11:16 PM Edited by Y_Less, 06 January 2006 - 11:16 PM.
Posted 07 January 2006 - 12:56 AM
I have managed to reproduce the mentioned col issues. I assume 1 is an invisalbe face in flatiron1c, and the missing faces in com_hospital. But the parking lot one. Man, how did you find that? I found it but only with your co ords. did you find this col testing? anyways, i have no idea about that yet. i dont think either dma blunted or i ever edited the parking lot cols as there was no need. I will try to replace them with the original and see what happens, but i dont think it was caused by the col editing.
Posted 07 January 2006 - 01:53 AM
Anyhow, sorry to be the bringer of more bad news Ryan_, but I've found another invisible wall, and this one's a biggie. Here's a pic:
It's on Staunton, and the coord's are:
Sorry, the pic isn't real clear for some reason.
Posted 07 January 2006 - 05:42 AM
|QUOTE (Ryan_ @ Jan 6 2006, 18:56)|
|But the parking lot one. Man, how did you find that? I found it but only with your co ords. did you find this col testing?|
I originally found it many moons ago when I was testing the missions. And I ran into that while doing the Multistory Mayhem mission. I had a hunch it was never fixed, so I started driving around the parking lot until I crashed.
Posted 07 January 2006 - 02:11 PM Edited by Ryan_, 07 January 2006 - 04:04 PM.
There are some really smart people here at the forums who know how to make programs.
My question, would it be possible to make a program which tells me what collision data the player is currently in contact with? This would make the issue of invisable walls much easier to deal with.
And, could someone explain to me why these invisable walls show up in game?
Edit: Well, I have an idea, but it's a lot of work. My idea is to start all over.
I thought it would be good if I did things a little different with the colfiles.
My idea is to make the new necessary collision data in SketchUp, but add it to the original collision file in 3DS Max. As a result, I am hoping not only to get rid of the invisable wall issue, but also keep all surface type data intact as well. Some original collfiles will need to be edited in MAX because some are too tall, aside from that all original collision data will remain intact but will have added collision as well.
It wont take too long because the new data is already there, I would pretty much need to cut and paste so to speak.
Unless ofcourse this tool I speak of could easily be made.
Before I begin, tell me what you all think.
Posted 07 January 2006 - 04:24 PM Edited by spaceeinstein, 07 January 2006 - 04:29 PM.
Update: No more invisible collisions near that Flatiron building.
Posted 07 January 2006 - 06:49 PM Edited by Choofy, 07 January 2006 - 07:14 PM.
EDIT:I have those col files fixed if you need them, as well as 6 reedited cols for tempart. Some of the newcolfiles within the temppart col from the rar had gaps/mal alignment also a few to many faces. A few of the 1st island cols kind of look like the new collision faces have been stacked upon the original files mostly 'chinabuildings' i think. Not very good either way. The majority overall is good work still : ) Keep it up
Posted 07 January 2006 - 07:30 PM
I have fixed the com_hospital.
Posted 08 January 2006 - 05:18 AM
GTA: LC Collisions Update
Check if that invisible face is still there.
Posted 08 January 2006 - 10:41 AM
Posted 08 January 2006 - 01:13 PM Edited by Ryan_, 08 January 2006 - 02:18 PM.
Edit: Choofy, just so you know. I only added the roof to flatiron1c, so any other goemetery you speak of is what R* gave us.
Unless import/export had an effect aswell.
Space, good job! Are you doing the others aswell? I have com_hospital done, can I send it to you to surface?
The list of files in your readme, thats only the ones you touched right? Because, there are more files that were edited in those col archives than what you have listed. Maybe I will make a list.
Posted 12 January 2006 - 12:00 AM
Posted 29 January 2006 - 01:12 AM
Just wondering because space's last update was posted before Ryan said he'd done the com_hospital - do we have another update package on the way, or are we waiting till Choofy goes through and checks them all?
Posted 29 January 2006 - 03:06 AM
Posted 29 January 2006 - 03:29 PM
|QUOTE (Craig Kostelecky @ Jan 29 2006, 04:06)|
|I think the cols that I have are final or at least very close to it.|
So, how 'bout releasing them ?
Posted 31 January 2006 - 10:24 PM
i think i stand still until i get a colfile request.
Posted 20 March 2006 - 04:23 PM
I must say, if that is the only building that needs fixing, I'll be amazed!
I can't believe there aren't more issues listed!
O.k. well, I'm going to install the software now, and fix that building (Thanks for the co-ord's benisablink182fan, and thanks for the image Konstantinos. Unfortunatly I was too late to see the image, but I appreciate the effort.).
Once the building is fixed I'll do a little checking around, I'm sure I will find atleast a few things....
Question: The colfiles included in v6test3 (That is the most recent right?). Are they all equiped with the proper surfaces?
This question i guess is directed at Spaceinstine and Choofy.
Anyways, Ill update in a short while.
Posted 26 March 2006 - 04:11 AM
I had another invisable wall picture I posted someplace, maybe i can get the coordes again.
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