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crash detection

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unitedkingdom
i'm creating messes and texture mapping them in blender, exporting as .x and using MCX to make a .BGL which seems to be working well, except one thing, i can fly right through my objects. ok for some but scenery type objects i want crash detection.

i wonder what i'm doing wrong?

i check blender FSX attachment point and i do no have no crash selected

i check MSX export settings and and have NoCrash to false

if i click on Crash boxes in MCX, i don;t see anything so maybe i needed to do something in blender so maybe this is a blender problem. not sure.

in FSX i have in the realism settings o ignore crashes because i don't want to die when i crash, i want to bounch off, maybe that's the issue, i should check, but in any case, that's the FSX setting i want because in my race circuit, flying 200kts 3m above the ground, inverted, you crash a lot

UPDATE

ok, so it is working when i enable crash detection in FSX

i wonder if there is a way to make objects act like scenery, i guess i need to ask in general FSX area
 
The crashboxes in MCX only show if you load from a format that stores them, so MDL or BGL.
 
i typically create .x in blender then .BGL in MCX.

anyhow, it is working when i enable crash detection in FSX so its obviously in there. i'd just like it behave like scenery, not like an object, i.e. with FSX crash detect off, i can't fly through it, i bounce off it
 
AFAIK, you only bounce off the ground (or water), nothing else.
 
it seems that way to me too. i suppose i need to add my things as static scenery, not placable objects, i haven't figured that part out yet
 
You can only bounce of terrain as far as I know. Not of 3d objects, no matter how you place them.
 
it seems that way to me too. i suppose i need to add my things as static scenery, not placable objects, i haven't figured that part out yet

Hi Steve:

When you refer to "static scenery" in the context of a discussion on MSFS, I believe most developers would interpret that to mean 3D scenery objects placed via BGLComp, or Autogen methods.

Those 3D scenery objects may be buildings, trees, or even "hollow" rocks, mountains etc. modeled as 'solid' / 'manifold' entities, or perhaps as 'shells' or 'terrain skirts' placed on top of the FS terrain ground surface.

Additionally, aircraft or ground vehicles not intended to be piloted or "dynamically" moved by ex: AI traffic methods may be regarded as "static" objects.

Such 3D scenery objects share something in common with aircraft and ground vehicles (regardless of whether they are intended to be piloted or "dynamically" / moved by ex: AI traffic methods, or if they are to be used as "static" objects):

they are all inherently "SimObjects" as defined by the FSX SDK.


The method used to make such 3D scenery objects is distinct from that for making MSFS Terrain ground surfaces via FS SDK "Terrain" methods.

Thus as a different entity subject to numerous other parameters and inter-weavings in the FS rendering subsystem, a terrain object functioning as an integral part of the MSFS quad-tree ground tile subsystem ...is IMHO best referred to as being distinct from a "SimObject".

A MSFS Terrain ground surface functioning as an integral part of the MSFS quad-tree ground tile subsystem is thus also best referred to as being distinct from a "custom Ground Polygon" (aka"G-Poly").


However, when making a 3D object intended to represent a (false) "terrain" surface, one can attach a "hardened concrete platform" attribute (ex: not just once, but perhaps even twice, if needed) in the same relative position within the geometry based on the 'ground surface' texture of a 3D MDL ...which may impart the ability to simulate "collisions" when impacted by a user piloted aircraft just as it would when intended to be used for a "land-able platform":

http://www.fsdeveloper.com/downloads/gmax_terrain_tutorial.pdf


Note that use of ex: "2" platforms on a textured surface within the context of a 3D model may require some small separation distance between those surfaces to avoid "Z-buffer Fighting" and associated graphical anomalies.

ModelConverterX (aka "MCX") has a wizard separate from the "Auto-Platform" wizard to assist with implementing a separation distance for FSX objects in a slightly different manner than is done via "Z-Bias" for P3D (or 'legacy' aka FS9 and earlier) scenery objects.

< ARNO: One might wonder whether this existing 'ZBias' wizard functionality that inserts a separation distance for FSX objects might also be used in conjunction with the Auto-Platform wizard ...to set the distance between 'multiple' textured platform surface positions ...as well as for ZBias ? :scratchch >


Hope this helps with distinguishing various scenery object types in FS development. :)

GaryGB
 
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Oh I forgot, there is one way to bounce off your object. Make a hardened (geometric) plane on the building, then you will bounce off. It's normally used for helipads. I don't know if you can create vertical hardened planes so you bounce off the walls, though, and I don't know if you can add more than one to a single object. You can add them using MCX.
 
Hi again:

After a bit of searching, I found my old post which links to a number of pertinent caveats when working with "hardened concrete platforms" attached to 3D MDLs:

http://www.fsdeveloper.com/forum/threads/custom-terrain.77831/page-2



FYI: An outstanding example of a ramp surface (above the "ground" surface of land class or photo-real terrain ...either land or water !) using a hardened platform onto which one can pilot the user aircraft is found in:

Dean River - PF32 (Updated 12.13.2014 - Fuel)
By Doug Lin
at Return To Misty Moorings (aka "RTMM")

http://www.return.mistymoorings.com/scenery/zipfiles/dean_river/dean_river.zip

NOTE: "Twin Falls" on the Dean River in this scenery includes a ramp with elevated and hardened platform library object by Xavier Carre'.


BTW: One can pilot an aircraft beneath a raised platform as well as up onto the raised platform itself ...with both water and platform elevations correctly displayed ! :wizard:

Hint: Turn off user aircraft 'crash detection' to taxi underneath the platform to inspect this scenery and see how the elevations are all working properly.


PS: IIUC, the techniques used in this process should also work for making hardened surfaces over land that allow aircraft to be fully supported while keeping underlying terrain levels at correct elevations. ;)


GaryGB
 
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