[HOW] Animated collision model

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[HOW] Animated collision model

Post by u2fly » Fri Feb 12, 2016 2:57 pm

Is it a way to make animated collision model for aircraft or ground object?
By default there is "<name>_coll.srf" file, that is static.
So, is it any chance use DNM instead of SRF for collision model?

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Re: [HOW] Animated collision model

Post by Swift » Fri Feb 12, 2016 3:42 pm

I've seen a dnm used as a collision model once but i can't recall where.
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Re: [HOW] Animated collision model

Post by Neocon » Fri Feb 12, 2016 4:26 pm

I think it can cause errors, though. I am slowly replacing .dnm collision files for my ground objects.

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Re: [HOW] Animated collision model

Post by decaff_42 » Fri Feb 12, 2016 8:32 pm

Not for a collision model. However if you desire to have a lower detail "coarse" model, I believe you can have animations for that. You would still need a collision SRF. Not sure why you would want to have an animated collision file, because this is supposed to be the boundaries of the aircraft in simple form. The more complicated it is, the more YSFlight has to work to calculate collisions.
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Re: [HOW] Animated collision model

Post by ysmajor » Fri Feb 12, 2016 8:58 pm

On a sidenote, cockpit files can be DNM's but they are not animated.
(I wanted to make the effect of flying into hyperspace - like what you see with Star Wars when they jump through hyperspace - so the lightbeams passing past the cockpit window would be awesome, if only they were not actually see from outside the aircraft, hence using the cockpit file which - I thought - is only seen by the user.)

Bit strange though, the coll files of swing wing fighters they are not very accurate.
On the other hand that kind of accuracy would only be useful in close formation flying, or acrobatics like flying through cargoplanes. (On another side note, the coll file of a few C5 Galaxies are hollow for that reason.)

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Re: [HOW] Animated collision model

Post by u2fly » Fri Feb 12, 2016 9:45 pm

ysmajor wrote:On a sidenote, cockpit files can be DNM's but they are not animated.
(I wanted to make the effect of flying into hyperspace - like what you see with Star Wars when they jump through hyperspace - so the lightbeams passing past the cockpit window would be awesome, if only they were not actually see from outside the aircraft, hence using the cockpit file which - I thought - is only seen by the user.)

Bit strange though, the coll files of swing wing fighters they are not very accurate.
On the other hand that kind of accuracy would only be useful in close formation flying, or acrobatics like flying through cargoplanes. (On another side note, the coll file of a few C5 Galaxies are hollow for that reason.)
Here is F-5 with animated radar inside cockpit using turret variables:
http://img.atwikiimg.com/www41.atwiki.j ... /f5投稿用.zip
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Also, any aircraft with extracted landing gear can land or touch sides of ground object collision surface without exploading (from my expirience of flights near buildings on stock HAWAII scenery).

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Re: [HOW] Animated collision model

Post by Flake » Fri Feb 12, 2016 10:46 pm

DNM as collision files causes crashes for DirectX YSF. This is why I had to change the Sky Surfers pack to use a SRF coll model instead of a DNM.

It's possible, I just highly advise against it.
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