European Endurance Center
Would you like to react to this message? Create an account in a few clicks or log in to continue.
Facebook
EEC Friends
RacingCircuits

New topics
» South East
AI and collision objects I_icon_minitimeToday at 1:53 pm by sandersk

» Looking for NASCAR skins?
AI and collision objects I_icon_minitimeToday at 8:03 am by why_not_simracer

» Help needed FRM TOURING CARS
AI and collision objects I_icon_minitimeSun Mar 24, 2024 6:42 am by fjs

» La Dehesa Conversion from rFactor for GTR2
AI and collision objects I_icon_minitimeSat Mar 23, 2024 7:11 pm by hundo

» introduce
AI and collision objects I_icon_minitimeFri Mar 22, 2024 3:04 am by teufteuf72

» Hello from Japan
AI and collision objects I_icon_minitimeThu Mar 21, 2024 12:12 am by GRtoyotafan2

» Greetings from Bulgaria
AI and collision objects I_icon_minitimeMon Mar 18, 2024 12:33 pm by al27

» Greetings from Argentina
AI and collision objects I_icon_minitimeSun Mar 17, 2024 7:14 am by VamosTorino

» uh, Hello again from west of Thailand
AI and collision objects I_icon_minitimeSun Mar 17, 2024 5:54 am by Makarofu


AI and collision objects

2 posters

Go down

AI and collision objects Empty AI and collision objects

Post  Caribstu Sun May 26, 2019 7:41 pm

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 : 2017-11-07

Back to top Go down

AI and collision objects Empty Re: AI and collision objects

Post  Irontower Mon May 27, 2019 9:58 am

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...

______________________________________________________________________________________________________________________
Wilhelm Hudetz
Irontower
Irontower

Posts : 337
Join date : 2016-08-25
Age : 68
Location : Vienna, Austria

Back to top Go down

AI and collision objects Empty Re: AI and collision objects

Post  Caribstu Mon May 27, 2019 11:27 am

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 Tue May 28, 2019 8:16 am; edited 2 times in total

Caribstu

Posts : 30
Join date : 2017-11-07

Back to top Go down

AI and collision objects Empty Re: AI and collision objects

Post  Caribstu Tue May 28, 2019 8:14 am


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

Posts : 30
Join date : 2017-11-07

Back to top Go down

AI and collision objects Empty Re: AI and collision objects

Post  Irontower Tue May 28, 2019 11:10 am

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.

______________________________________________________________________________________________________________________
Wilhelm Hudetz
Irontower
Irontower

Posts : 337
Join date : 2016-08-25
Age : 68
Location : Vienna, Austria

Back to top Go down

AI and collision objects Empty Re: AI and collision objects

Post  Caribstu Wed May 29, 2019 8:14 pm

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

Caribstu

Posts : 30
Join date : 2017-11-07

Back to top Go down

AI and collision objects Empty Re: AI and collision objects

Post  Sponsored content


Sponsored content


Back to top Go down

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum