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AI and collision objects

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AI and collision objects Empty AI and collision objects

Post  Caribstu 27/5/2019, 05:41

Any solutions to AI passing straight through collision objects such as guardrails, walls, and tyre barriers

I've set all objects as collision objects, ensured corridors do not run out of track limits, but on some corners (street circuit) AI can run wide and pass through trackside walls

Thanks for any help.

Using BTB and 3DsimEd for GTR2

Caribstu

Posts : 30
Join date : 2017-11-08

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Post  Irontower 27/5/2019, 19:58

Setting obj to collision does do nothing as long you didn't run rF1 aiw editor to regonize them. The AI needs the information that there is a wall etc...

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Wilhelm Hudetz
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Irontower

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Post  Caribstu 27/5/2019, 21:27

I'm not using the track in rF... it's a track for GTR2.

I had forgotten to change the material mapping from roada to cemwall and twal. Thought that was the issue but turns out it's not.



..... scratch


Last edited by Caribstu on 28/5/2019, 18:16; edited 2 times in total

Caribstu

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Post  Caribstu 28/5/2019, 18:14


OK. Here's a video link and at 4:05 -4:06 you can clearly see an AI go off track through the wall and back through it to come on track. As if the wall is not there..https://www.youtube.com/watch?v=EM5RhY2q42E . What's more at that point there are four walls. The cement track wall. The tyre barrier, the tyre binding barrier, and an invisible wall.

What i've done to try and solve this problem.
Ensure all walls are collision objects in BTB. Tick.
Ensure all walls are collision objects in 3Dsimed. Tick
Ensure all materials are correctly named. (cem cmwl wall twal). Tick
Ensure racing line does not encroach wall area. Tick
Ensure corridors do not exceed track limits. Tick
Ensure centerline is center. Tick
Add additional invisible wall starting from 4m below ground up to 10m height above ground. Tick
Delete all the wall, rebuild them all in BTB, and import them fresh. Tick.

After doing all of that, i even widened the track at specific points where this occurs, by moving the walls back and adding some run-off curbing. But still, in an instance such as the one in the video where I've dived up the inside of the AI, he should end up buried in the tyrewall but instead goes right through four walls.

So, now i am lost for solutions.

Caribstu

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Post  Irontower 28/5/2019, 21:10

as I wrote before - if all coll obj are set in the track file you must convert your track to rF1 and load it in the aiw editor. There you must run "find corridors" and the editor writes all the coll obj in the aiw file. I also set all obj outside the racing line to not driveable befor I run the editor.

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Wilhelm Hudetz
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Post  Caribstu 30/5/2019, 06:14

Ok. Makes sense.

I misunderstood because i thought you had believed i was working in rF1 not GTR2. So i need to download AIW editor and try this solution. Thanks for that

Yes... i also check everything is non drivable, that's why this has me so confused. I also tried deleting the HAt and reloading...

Cool, so now i'll look for aiw editor. Cheers!thumbs

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