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Torque Example Collisions quesiton

by n/a · in Torque Game Engine · 04/04/2003 (7:26 am) · 5 replies

Sirs,

I'm experiencing a curious problem with the freshly compiled Torque SDK (HEAD) example: for some reason, all of the objects in the world (save for the world itself) are collision-less. That is, I can walk right through stones and trees.
Any idea what might be causing this? I thought it may be my own models' setup, so I made a clean copy of the example directory (using all Torque's models), but still the same problem. I then made a compile of the stable build of Torque (1.1.1.2?), and still the effect remains...

As for my own models, I know that the DTS exporter won't even let you export unless you have the 'bounds' box. So the custom models adhere to the specifications as they should.

Any suggestions are greatly appreciated.

-Nick

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#1
04/04/2003 (7:41 am)
if they objects do not have "collision meshes" they won't block movement. The "bounds box" is not the same as a "collision mesh". One is for collision the other is for bounding for visiblity testing.
#2
04/04/2003 (7:44 am)
The trees and rocks that come with the example don't have collision meshes so you should be able to walk through them. They were left out originally b/c they caused a pretty nasty crash whenever a vehicle collided with them and I don't think anyone ever got around to adding the collision meshes back after that was fixed.

Actually, I *might* still have a copy of V12 (TGE) that has versions of those shapes with collision meshes. I'll have to go check and look into getting them into the HEAD (unless there is some other reason they have never been added back that I don't know about). If I don't have them, it should be fairly trivial to create new collision meshes.

As far as your meshes go, there are some good tutorials on setting up your model to include a collsion mesh. Just ask around or do a search.
#3
04/04/2003 (7:54 am)
So what you are suggesting is that aside from setting the 'bounds' box, I should also make a 'Col-1' box and a 'Collision-1' dummy around the object?

I'll give that a try right now...
#4
04/04/2003 (8:12 am)
Another couple of questions:

1. Do the collision-x and col-x have to be in a specific place in the object hierarchy in 3ds max?
2. Is collision-x object a simple dummy object, not linked to anything, of any size?
#5
04/04/2003 (8:32 am)
Nevermind, I solved all the questions on my own. Thanks to all those who helped (and the Max2DTS exporter docs ;-)