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ftsxfreelw avatar image
ftsxfreelw asked FlyingRaccoon commented

Since 1.25.7 Drone Collision Mesh active with Collision Material

Hello,

Since version 1.25.7 all my objects with the texture set to "Collision Material" also activate the "Drone Collision Mesh" function, which is annoying for walking in buildings in Drone mode and if I deactivate the "Collision Material" function it is unrealistic to be able to cross the objects without crashing !

Regards,

ftsxfreelw


scenerymodelingtexturingsu9
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Boris_ avatar image
Boris_ answered WombiiActual commented

Hello @ftsxfreelw ,

We have modified the behavior of the camera with the collision property.
The only option is to change the shape of your collision mesh to allow camera movements in your buildings


Regards,
Boris




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WombiiActual avatar image WombiiActual commented ·

I LOVE this feature! I can finally block the drone cam out of inaccessible areas of buildings. The only thing I wish was different is if it actually behaved like a wall and stopped the movement instead of popping the camera over the top. This behaviour can be a bit disorienting. Maybe it would also be nice to have the option of disabling collision on devcam.

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superspud avatar image
superspud answered superspud edited

So this is now permanent with no plans to roll it back?

This kills off plenty of exploration fun. And it also applies to the developer camera which makes it a full blown pain up the posterior.

It's the same with collision boxes made by the Blender exporter.

V impressive how many times the makers have managed to add to the grind, and it's usually a lovely surprise too.

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rhumbaflappy avatar image
rhumbaflappy answered RoscoHead commented

Having the camera react to collisions in DevMode is just stupid. Sorry, but it is just stupid.

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RoscoHead avatar image RoscoHead commented ·
I wouldn't say it's stupid, but an option to enable / disable the dev camera collision would be nice.
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Boris_ avatar image
Boris_ answered

Hi @ftsxfreelw ,
Just to clarify, when you say "which is annoying for walking in buildings in Drone mode" you mean the "Showcase" camera ?


Regards,
Boris

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1651490993351.png (656.8 KiB)
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ftsxfreelw avatar image
ftsxfreelw answered

Hi Boris,

Yes that's right !

ftsxfreelw




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mamudesign avatar image
mamudesign answered

@Boris can you be a Little bit more specific with the reason of this (undocumented?) design choice?


Are you telling us that

when we want to add collision to Building/terminal with a detailed internal

we Need to create Doors/holes where the drone (showcase camera) can enter to explore

(This implies, for former single collision shape, create at least 4 of them)



Can you tell us if this new behaviour is related to some upcoming improvements with the collision handling of Airport vehicles ?

Or maybe some new way to Explore the world? Surprise Surprise Jorg would say :)



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rotornut44 avatar image
rotornut44 answered

As others have said, I would definitely say if this is kept, we need an option to disable it. I have a few buildings with interiors that also have landable roofs. I would like to keep the roofs landable, but you can no longer navigate the buildings as the camera just snaps to the roof. The same goes with 3D trees I use in bulk in the sceneries. I can no longer navigate through them as I just get popped up on top of the canopies. Obviously I want to keep collisions enabled here as an obstacle.

Also as mentioned, as I'm panning around with the developer camera, I find it colliding with objects, making it hard to get an angle I may need to adjust or place an object.

Dont get me wrong, I like the idea of having control over where the camera can go, but there are proving to be some situations where it just gets in the way.

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Gobby avatar image
Gobby answered

Same problem here. I need interiors fully accessible to cameras, but the building needs to have working collisions with aircraft. This doesn't seem possible any more.

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WombiiActual avatar image
WombiiActual answered rotornut44 commented

Assuming collision detection is needed to let players know they've struck a wing on a wall while taxiing, and not catered to players intentionally crashing into buildings, I'm not personally having any issue taking 5 minutes to drag some approximate collision boxes around. In most cases they'd be needed on the roof, on corners and maybe some strategically placed poles or barriers on certain walls.

Landable roofs are also no issue. They can be a separate box on the roof with an open interior below (tested).

Unless I'm missing something obvious. (I agree an option to disable for devcam would be nice).

screenshot-2022-05-12-000055.jpgscreenshot-2022-05-12-000758.jpg


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rotornut44 avatar image rotornut44 commented ·

"Landable roofs are also no issue. They can be a separate box on the roof with an open interior below (tested)."

I'm curious if this is still true for you, as I cannot reproduce this. For me, if there is any sort of mesh collision plane or box for the roof, the camera immediately gets snapped to it. This is even with removing all collisions but the roof just to ensure the camera wasn't still clipping a wall collision.

For now, it looks like I will just be removing collisions on my buildings with internal modeling.

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FlyingRaccoon avatar image
FlyingRaccoon answered FlyingRaccoon commented

Hello everyone.

We're looking into it.
No decisions made yet but most likely, a dedicated collision flag will be created to handle this possibility.

Regards,
Sylvain

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Gobby avatar image Gobby commented ·
What decision was made on this and when will it be implemented?
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FlyingRaccoon avatar image FlyingRaccoon ♦♦ Gobby commented ·
We're moving towards a dedicated collision flag to distinguish between collision with aircraft and camera.

It's in our backlog but our focus is on SU10 preparation for now so I'm unable to tell when this will be implemented.

@SonantAlpaca FYI

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ftsxfreelw avatar image ftsxfreelw commented ·
Hello,

it's a very good news !

Regards

Laurent

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