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Mosin with attachable PU scope (missing collison boxes)

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  11:57:34  7 December 2011
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smoq2
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On forum: 09/08/2008
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Mosin with attachable PU scope (missing collison boxes)

I have a model of a Mosin here with an attachable PU scope. It was made for me as a request but the author (forgive me for lacking proper terminology) forgot/didn't know how to add collision boxes (bones?) and the minute the weapon is dropped on the ground the game crashes. Can someone tell me how to fix this? Is it possible within the bounds of Actor Editor? If it's too complicated to just describe the operation, maybe someone will be willing to add those collision boxes (bones?). After all, I don't recall ever seeing a Mosin model with an attachable scope, so it would be a good resource for the community. Just please don't point me back to the author as the possibility of communication with him is scarce to say the least.

Resources:

http://www.megaupload.com/?d=EVA8P250
  12:55:11  7 December 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6342
The scope can be easily fixed, but I had problems with the world model when I did my own version, CS SDK wouldn't compile it. I might try the CoP SDK, see if that works better. It doesn't seem to suffer from the compiler quirks that the CS one seems to have all the time.

I've got a bit of spare time now, so I'll take another look at it. Don't have exams to worry about.
  13:20:23  7 December 2011
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smoq2
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I use CoP SDK, well, to at least I use it to the extent of my knowledge, but it does seem to run better.
  13:47:20  7 December 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
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Well, IIRC the world mesh for the rifle is missing a collision box for the scope, but the scope itself needs a bone added and bound to the mesh before a collision box can be added.

To add a collision box, expand the 'Bone's tab, select the bone you want to add a collision box to, click on 'Selected' next to 'Generate Shape', then scroll down to 'Shape->Type' in the properties window, and select a shape type (default shape for weapons is Box.

CoP SDK doesn't want to export the corrected rifle mesh either... going to have to look at it in Milkshape.
  14:54:16  7 December 2011
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smoq2
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On forum: 09/08/2008
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Oh, and one more thing. Is it normal that models after editing in Actor Editor loose quality?

http://img502.imageshack.us/img502/4863/sswojtek120711134220mil.jpg

See the edges?

I tried converting one model from ogf to object and then recompiling it again with AE and the effect was the same. Can something be done about it?
  20:46:39  7 December 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
 

Message edited by:
SetaKat
12/07/2011 20:47:25
Messages: 6342
Yeah, that does happen sometimes. There is an option that needs to be checked that can sometime solve this. I haven't had this problem myself though.
Objects -> Make Progressive
If that doesn't work, then the mesh normals might have to be redone in an modelling application.
  23:42:52  7 December 2011
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smoq2
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On forum: 09/08/2008
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Make Progressive was checked from the start. I got the model from amk site - http://pl.rghost.net/20217511

It's basically a pack of ported SoC stalker models for CoP that are distributed as *.object files. I thought I could use them in CS. Could you download it and try to compile the model with the gasmask and see if it works in CS? Or just try to determine what might be wrong with it?
  07:26:40  8 December 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
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Looks like somehow during the original export the normals got discarded, and set to defaults. I'll dig out the SoC models from my unpacked files, and try and convert them correctly myself.
  11:37:50  8 December 2011
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smoq2
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On forum: 09/08/2008
 

Message edited by:
smoq2
12/08/2011 11:56:04
Messages: 2433
I'm not entirely sure about that. I converted this model to object and then to ogf again and got visible edges too, although not as bad:

http://img210.imageshack.us/img210/6937/sswojtek120811103342mil.jpg

This is a Clear Sky vanilla model, hex edited to use a Loner skin. This proves that the problem arises somewhere during converted decompilation or AE compilation.

Original model without any tempering in AE or converter: http://img835.imageshack.us/img835/7374/sswojtek120811105450mil.jpg

As you can see the visible edges on the chest or arms are not there.
  12:26:17  8 December 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6342
What converter do you use? That might be causing the problem.
 
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