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DTS clip models

by Shaderman · 03/12/2008 (9:56 am) · 3 comments

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We needed something to prevent the player in our missions from getting to certain places (something like a player clip in Q3 engine games). The result is in the attached ZIP file which contains 4 different DTS models with the Blender 2.45 source files:

clip_single_side.dts / .blend
clip_single_side_full.dts / .blend
clip_double_side.dts / .blend
clip_double_side_full.dts / .blend

The models contain a collision mesh only and are invisible in game. The single_side models allow the player (or other shapes) to pass through from one side only, the double_side models block both sides.
The two models without the "full" extension only have 3 very thin collision "wires" (see attached image) to let projectiles pass through. It's not perfect because there's a small chance for projectiles to hit one of these "wires" and explode. The models with the "full" ending have one end-to-end collision mesh and should block everything. The models are designed for Kork-ish player sizes.

You should align these models with the floor and NOT change their height, just scale them horizontally. Just put them in a data/shapes/clip folder and they'll appear as static shapes in the editor.

Stefan

#1
03/13/2008 (8:14 pm)
Good community resource. Thanks for contributing.
#2
03/26/2008 (7:17 am)
Interesting idea of clipping one way but not the other. Do you get many problems like getting stuck halfway through? Anyway, thanks for sharing.
#3
03/26/2008 (9:14 am)
Daniel, I got stuck and had other problems with only 2 collision "wires" but using a 3rd "wire" in the middle fixed it.