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MSFS20 Collision Material

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171
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germany
Hi,
Has somebody got a collision material working with blender? Currently all my buildings can be "taxied through" ;)
The SDK documentation is telling it very detailed but only for 3DS Max. Does somebody know how to do it with blender?
 
Not really. I'd love to know what's different about the stock SDK buildings that makes them rock solid every time.

I have made some things collidable, but it was only at certain speeds, mainly slow ones, and sometimes it didn't work for the same model the next time I tried it.

I have read that you should only use it for very simple shapes but in Blender at least it effectively doesn't work.
 
Set flags "collision material" and "road material" in the "MSFS Material Params" of blender at the very bottom right before the customer params. Regards Guido
 
Set flags "collision material" and "road material" in the "MSFS Material Params"
For performance reasons you should - if it can be avoided - not tag the material. To simplify the collision query, pull an Asobo Collider Box over the 3-D model:

3dsm_asobo_collider_box.jpg
 
...and don't use Road Material
otherwise the cars go over it
a transparent box with Collision is sufficient ;)
 
Hi Christian, könntest Du mich mal in Discord kontaktieren Guido #4520.
I would have to take a look first. I haven't logged in to Discord for a long time. But maybe we can clarify that here too?
With the Collider Box it would be interesting to find out which of the 3 options is the gentlest for performance :)
:-)
 
I cannot use collider box on a simobject that moves and I cannot use collision setting on simobjects at all and that's my problem. There supposed to be a something that tells the sim how to deal with collisions in moving states. So thx for the advise but it's not applicable in my case. I used the collision material flag successfully when building my helipads on roofs of buildings (blender). So any idea on this?
Best regards Guido
 
...and don't use Road Material
otherwise the cars go over it
a transparent box with Collision is sufficient ;)
Without road material marked in blender in addition to collision marked as well, my helipads won't work as start and landing facility. So at least in blender, both have to be set. But any ideas on that are welcome as well.
 
yes of course, for the helipad it's mandatory Road Material
but not for an hangar, otherwise you'll find planes and vehicles on the roof :)

but I don't know more about collision, I declared my defeat 4 months ago :)
when I was doing tests but without understanding the final result :rolleyes:

in this video there are two pylons, boxed with transparent cube with collision material
I only take the second
but if I change runway don't collide with any....:confused:


so...for now I have given up :whiteflag:D
 
I have made some things collidable, but it was only at certain speeds, mainly slow ones, and sometimes it didn't work for the same model the next time I tried it.
these are some issues that I have also encountered
I didn't understand the logic, so for now I've given up
 
Without road material marked in blender in addition to collision marked as well, my helipads won't work as start and landing facility. So at least in blender, both have to be set. But any ideas on that are welcome as well.
Having done a little scenery development in MSFS thus far, I am avidly following the "collision material" discussion. I do not use Blender, but I have created starts and of course, runways.
I have done this without using any "road material," but considering helicopter support is yet to be implemented in MSFS, how do you even define a helipad? Is it the short square runway you've placed on top of a building shaped hill, that has an ICAO for you to direct your powered glider to with the rotating blades animation, or something completely different?
 
Having done a little scenery development in MSFS thus far, I am avidly following the "collision material" discussion. I do not use Blender, but I have created starts and of course, runways.
I have done this without using any "road material," but considering helicopter support is yet to be implemented in MSFS, how do you even define a helipad? Is it the short square runway you've placed on top of a building shaped hill, that has an ICAO for you to direct your powered glider to with the rotating blades animation, or something completely different?
That all sounds reasonable but as soon as you want the helipad on top of a building, it needs to have some properties to make the heli land on it and specially start from it.
 
Ok, so the road material serves as a work around, until modeled hard surfaces are supported.
 
Unfortunately road material doesn't work for simobjects but maybe for scenery objects. Nothing worked for simobjects at least there have been no answers yet.
 
HI,

Any update on this issue yet?

I'm looking for a reliable way to make scenery objects collidable, as setting the MSFS Standard Shader params collision/road to checked don't seem to work.
 
I filed the issue on the forum https://devsupport.flightsimulator....ts-no-longer-keep-their-material-collisi.html but it was kind of checked but they stopped working on it. In the documentation the way they describe it is that the sim objects get a very simple collision shape around it like the airport buildings got it. https://docs.flightsimulator.com/ht...search=collider&rhhlterm=colliders collidable
I tried this but without success. Give it a 2nd shot because I might have done something wrong.
 
I seem to remember mikea.at was planning on forking blender2msfs to get this working properly. I don't know if it does work fine in 3ds Max.

My previous experiments with collision areas were all super simple, just plain boxes. They never worked properly and since the plugin hasn't changed since then I assume they still don't.
 
I seem to remember mikea.at was planning on forking blender2msfs to get this working properly. I don't know if it does work fine in 3ds Max.

My previous experiments with collision areas were all super simple, just plain boxes. They never worked properly and since the plugin hasn't changed since then I assume they still don't.

>>I don't know if it does work fine in 3ds Max.

It would be good to verify this. It wouldn't be the first time they've said something in the docs that isn't accurate.
 
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