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I have searched for duplicate or closed bug reports
I understand that I am supposed to provide my own legitimately obtained copy of the game
Describe the Bug
After some commits, collision meshes now work great.
However, there are four bugs related to the visuals of collision meshes:
If a collision mesh is assigned to an armature that only has one bone, the visuals of the collision mesh will attach and animated to Daxter/Jak's shoulder.
If a collision mesh uses the same material as another collision mesh, any subsequent collision meshes appear invisible. If multiple objects have no material (and get the black and white checker pattern in OpenGOAL), only the first object with the checker pattern gets the checker pattern (and others appear invisible).
All collision mesh's visuals (whilst receiving the animation/movements of the bone) get their location placed at 0,0,0 worldspace in Blender (or the entity's location). This is an issue since the collision of the collision mesh gets the bone's location, whilst the visuals of that collision mesh get 0,0,0.
Even if you put your bone at 0,0,0 (to align the collision with the visuals), there is still another issue, which is, the visuals receive the transformation/rotations of the animation, from a different bone than the collision:
How To Reproduce
I've provided two example meshes, one uses the trick of placing the bone at 0,0,0 to align the visuals, in an attempt to isolate one of the issues:
Both of these meshes has a cube called "DummyMeshIgnore" which is entirely non-existent and is just there so Blender exports an animation.
To use these examples, just assign the primitive to bone index 4, (set! (-> s2-0 transform-index) 4)
Example Mesh for Multiple Materials for this example you need to write two collision primitives and assign them both to bone index 2, (set! (-> s2-0 transform-index) 2)
Example Mesh for Attach to Daxter for this example a single collision primitive should be assigned to bone index 2, (set! (-> s2-0 transform-index) 2). This example also has a dummy mesh.
Does this problem occur on original hardware or PCSX2?
Yes, it's unique to OpenGOAL
Expected Behavior
The visuals of collision meshes should be matching the collision meshes themselves, it's important for many actors which can't depend on a visual-only mesh with armature deforms.
Environment Information
Blender 4.3.2
OpenGOAL v0.2.21
Game Version
NTSC 1.0 (black label)
Have you set the game to something other than 60fps?
No
The text was updated successfully, but these errors were encountered:
Acknowledgements
Describe the Bug
After some commits, collision meshes now work great.
However, there are four bugs related to the visuals of collision meshes:
If a collision mesh is assigned to an armature that only has one bone, the visuals of the collision mesh will attach and animated to Daxter/Jak's shoulder.
If a collision mesh uses the same material as another collision mesh, any subsequent collision meshes appear invisible. If multiple objects have no material (and get the black and white checker pattern in OpenGOAL), only the first object with the checker pattern gets the checker pattern (and others appear invisible).
All collision mesh's visuals (whilst receiving the animation/movements of the bone) get their location placed at 0,0,0 worldspace in Blender (or the entity's location). This is an issue since the collision of the collision mesh gets the bone's location, whilst the visuals of that collision mesh get 0,0,0.
Even if you put your bone at 0,0,0 (to align the collision with the visuals), there is still another issue, which is, the visuals receive the transformation/rotations of the animation, from a different bone than the collision:


How To Reproduce
I've provided two example meshes, one uses the trick of placing the bone at 0,0,0 to align the visuals, in an attempt to isolate one of the issues:
Wrong Bone + Visuals Aligned at 0,0,0
Wrong Bone + Visuals Misaligned
Both of these meshes has a cube called "DummyMeshIgnore" which is entirely non-existent and is just there so Blender exports an animation.
To use these examples, just assign the primitive to bone index 4, (set! (-> s2-0 transform-index) 4)
Example Mesh for Multiple Materials for this example you need to write two collision primitives and assign them both to bone index 2, (set! (-> s2-0 transform-index) 2)
Example Mesh for Attach to Daxter for this example a single collision primitive should be assigned to bone index 2, (set! (-> s2-0 transform-index) 2). This example also has a dummy mesh.
Does this problem occur on original hardware or PCSX2?
Yes, it's unique to OpenGOAL
Expected Behavior
The visuals of collision meshes should be matching the collision meshes themselves, it's important for many actors which can't depend on a visual-only mesh with armature deforms.
Environment Information
Blender 4.3.2
OpenGOAL v0.2.21
Game Version
NTSC 1.0 (black label)
Have you set the game to something other than
60fps
?No
The text was updated successfully, but these errors were encountered: