your tutorial was too quick,easy to get started and i think it worth it ,complex collision if any kind you can get at your static mesh then your tutorial does have do the trick really. thanks
U helped me solve my complex concave static mesh problem... but when i turn show collisions its not showing the collison mesh in the editor... And also can you please make a tutorial on how to use per poly collisons on custom pawn... How to replace default collison cylinder with Per Poly Collisions.... thank you...
ok what if i have 2 models and i wanna make 1 of them as the collision of the other model ??? i have them both in the content browser been searching for 2 hours any help ?
This isn't for standard collision, this is for PER POLY collision. Standard collision meshes are typically much lower poly than the actual mesh itself to improve render times. Some models however require more accurate collision so you want to enable per poly collision meaning that the collision mesh will be an exact replica of the actual mesh. This is obviously more system intensive, however with instancing it can sometimes be very fast if you use the same mesh several times over in your level.
Hey man thx so mutch for this video it help me a lot with my studies, but i have just a question do you have Shadow artefact too when you build your scene cause evrything work's great except light :/
Glad it helped, but I'm afraid not. Are you using movable lights? If so, are they set to Normal or Modulate. If it's set to Modulate, try setting to Normal, and if it still artifacts, increase the maximum shadow resolution.
I've seen this video before :P. It was so badly explained that it prompted me to create this one, so yeah, I'm as in the dark as you. Hope you get it going :D
I don't really think that's fair. What it does, it does because it's good for performance. I'd agree with you if there was no way to override it, but there is. Good that it helped you though, good luck with your project!
Efficiency. Dong it this way can result in performance significantly worse than a specially and carefully designed collision model. Especially on meshes with lots of polygons.
This doesnt exist anymore in UDK4 now all you have to do is remove collisions then set collision complexity to "use Complex as Simple" in the properties
Robert Newman Sorry, I havent used UDK4 in 9 months and barely used it then, cant remember what I ve learned since then though is that it's a terrible idea to use for real time use unless you know exatly what you're doing
Thank you. Straight to the point and no needless banter. I like it!
DUDE!!! i was looking for that for decades!! thanks a lot!
would i have problems with very simple meshes (like walls) in terms of optimization?
your tutorial was too quick,easy to get started and i think it worth it ,complex collision if any kind you can get at your static mesh then your tutorial does have do the trick really. thanks
U helped me solve my complex concave static mesh problem... but when i turn show collisions its not showing the collison mesh in the editor...
And also can you please make a tutorial on how to use per poly collisons on custom pawn... How to replace default collison cylinder with Per Poly Collisions.... thank you...
ok what if i have 2 models
and i wanna make 1 of them as the collision of the other model ???
i have them both in the content browser
been searching for 2 hours
any help ?
Thank you very much sir. This is the exact problem i was having, and you showed me precisely how to fix it. Once again, thank you. :)
I'd have no idea? Perhaps look into exporting/importing collision data?
Fantastic! I'm glad you found the tutorial helpful. Good luck with your project :)
Thanck you so much! but you know how to make collisions on Sketchup with UCX? If yes, can you explain me how.
Thx again!
This isn't for standard collision, this is for PER POLY collision. Standard collision meshes are typically much lower poly than the actual mesh itself to improve render times. Some models however require more accurate collision so you want to enable per poly collision meaning that the collision mesh will be an exact replica of the actual mesh. This is obviously more system intensive, however with instancing it can sometimes be very fast if you use the same mesh several times over in your level.
Doubtful. When I talked about optimization I meant like doing whole buildings - but even then it only *might* be an issue.
You'll be fine :)
Seriously cannot thank you enough!!! You have saved me like 8 hours work :D!!! like + sub for you!
thanks !!! we was looking for it more then 3 days :D !!! i sooo thank you !
You fucking saved my whole existance! THANK YOU SO MUCH!
When I tried this (on a gear I wanted to interact with, not terrain), the object had no physics. Why is this?
Hey man thx so mutch for this video it help me a lot with my studies, but i have just a question do you have Shadow artefact too when you build your scene cause evrything work's great except light :/
Glad it helped, but I'm afraid not. Are you using movable lights? If so, are they set to Normal or Modulate. If it's set to Modulate, try setting to Normal, and if it still artifacts, increase the maximum shadow resolution.
Awesome! Glad it helped you. They really should document this a bit better, honestly.
for city block only untick simple block collision, thanks mate.
No problem, my friend. Sadly, I don't think it's possible to name meshes in Sketchup, so it'd be impossible to set up UCX-based collision. Sorry!
No problem. Glad you found it helpful :)
thank you guy, you helped me so much
It always seems to be the most simple things that people leave out of documentation - glad it helped :)
I think he was joking :P
Glad you found the video helpful though, good luck with your projects!
@JephirDromulus No problem, hope you found it helpful.
@ss46600 No problem, I'm glad you found it helpful.
What's the downsides of doing it this way?
Hooray, good luck with what you're doing :D
I've seen this video before :P. It was so badly explained that it prompted me to create this one, so yeah, I'm as in the dark as you. Hope you get it going :D
@Stolarz1987 No problem, hope you found it helpful!
you my good man just help man and now you have a new sub
Glad it helped :)
No problem! Glad it helped :)
I don't really think that's fair. What it does, it does because it's good for performance. I'd agree with you if there was no way to override it, but there is. Good that it helped you though, good luck with your project!
Thanks for the tutorial
No problem, glad I helped :D
Thanks for the vid, man!
ur the best thanks alot man...
No problem, good luck!
Efficiency. Dong it this way can result in performance significantly worse than a specially and carefully designed collision model. Especially on meshes with lots of polygons.
k no prob! :p Your way works perfectly.
No problem, my friend!
THANK YOU !!!
No problem, no problem, no problem!
Thank you thank you thank you!!
God Blesssss U . Tnx a Loooooot ...
Hope you find it useful :)
GoldenBlockGaming love ur accent :D
***** I'm flattered, thank you :)
awesome!
Thank you verry much
Yeah I know he was joking, but I thought it might be useful to mention anyway :P
helpful!!! thx
THAANKS!!!! u great! (my problen was solved /roads)
Thanks sir.........
Thanks =D
thx
This doesnt exist anymore in UDK4
now all you have to do is remove collisions then set collision complexity to "use Complex as Simple" in the properties
+ngc4594 Ah, it's nice that they've made it more simple now. I haven't messed with game-dev for a few years now, I might try UE4 soon.
where do you find collision complexity in UDK4? I've been trying for about a week, and I'm still stuck. Thanks!
Robert Newman Sorry, I havent used UDK4 in 9 months and barely used it then, cant remember
what I ve learned since then though is that it's a terrible idea to use for real time use unless you know exatly what you're doing
thanks
So, to give something collision, you have to remove collision? =p Oh, UDk, you troll
thanks