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journeyman
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journeyman
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I am getting "Making a concave physics object kinematic..." error or warning message for some of my quest items. I would really hate to abandon one on my primary quests because of this.

I suppose the real problem is that any attempt to move these objects will make it disappear almost like it would fall through ground or surface. The same will happen if I drop these items on ground from an inventory.

I think the problem is caused because some vertices are slightly miss places in a physics mesh. I don't know how to fix that in this toolkit. Is there a physics mesh auto-generate option somewhere ?

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Last edited by BioSpirit; 14/08/14 02:55 PM.
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As a test, can you set the 'Stats' part of the Sidebar back to default (or just delete what's in there so it's empty) and see if you still get the error?


Escape From Smalcatraz: Steam/Nexus. Forum thread.
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Is this your own physics mesh, or a builtin one from DOS?
If so, with what settings did you export it?

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Originally Posted by Noaloha
As a test, can you set the 'Stats' part of the Sidebar back to default (or just delete what's in there so it's empty) and see if you still get the error?


That doesn't seem to be working.

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Originally Posted by Norbyte
Is this your own physics mesh, or a builtin one from DOS?
If so, with what settings did you export it?


It's a build-in one from DOS. The default one, I haven't made any changes.

Has anyone been able to create a custom physics mesh ? Looks like it should be in a *.bullet format. I only have a Blender and I haven't been using it for years.

Last edited by BioSpirit; 14/08/14 04:46 PM.
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Originally Posted by BioSpirit
Has anyone been able to create a custom physics mesh ? Looks like it should be in a *.bullet format. I only have a Blender and I haven't been using it for years.


Its possible using LSTools smile

Anyhow, your problem is the following:
The physics mesh you selected is either concave, or was exported into a concave container format (eg. BvhTriangleMeshShape), so the physics system treats it as concave.
This is kinda OK for non-moving (static) bodies, but problematic for movable (kinematic) bodies, because of the computational costs involved when running the physics simulation.

The "Making a concave physics object ... kinematic. This is very slow!" message is not fatal, ie. the physics should work fine for that object, but it may impact the performance of the game.
You can work around the issue by finding a convex physics mesh for the object, or creating a simple convex mesh and exporting it into a .bullet file.
(Or creating a convex hull for the original mesh)

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journeyman
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Thanks a lot. I got it working with LSTools. Now I can interact and move the object without making it disappear. I still need to fix the rest of the objects but that's no big deal.

Before exporting a model in .obj format with the toolkit the model must be moved to [0,0,0] (i.e. world origin)

Any ideas where the bullet files should be stored ?

Right now I have them in /Public/<my_mod>/Assets/

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The main campaign stores them next to the .GR2 files, like this:
Public\Main\Assets\Characters\Environmental\Env_Elemental_Rocks_Earth_A.GR2 -->
Public\Main\Assets\Characters\Environmental\Env_Elemental_Rocks_Earth_A.bullet

I suppose this is the recommended stucture for mods too.


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