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Collision setup weirdness

by PGames · in Artist Corner · 03/05/2010 (1:43 am) · 7 replies

So I'm making a tent with custom collision (simple boxes) through collada. Here's my tree:

www.pathea.net/tree.jpg
The weird thing is, once it's in the engine, the collision of the tent seems to be in mesh form or at least convex halls, and I get an warning message saying: Physx Warning: f:\scmvista\experimental\PhysX_2.8.1_GPU\novodex\SDKs\Physics\src\Actor.cpp(324) : Creating static compound shape - performance warning.

I just want my collision to be simple shapes, what's going on? Is my setup incorrect?

#1
03/05/2010 (9:35 am)
depending on the situation, and if the tent has a low poly count, you could export to collada with no extra nodes, and use "visible mesh" as collision.
#2
03/05/2010 (11:19 am)
why you use this symbol "_" in the names of your nodes? I think it should be "-".
#3
03/05/2010 (1:02 pm)
ya, "-"
#4
03/07/2010 (1:28 pm)
Some 3d apps do not support the '-' symbol in names, so using '_' as a replacement is supported by the collada importer, and most DTS exporters.

There's nothing wrong with your collision node setup; the warning is coming from stock PhysX code. Do you see a problem with collision in-game?
#5
03/07/2010 (5:38 pm)
Yeah, the collision works in game, but it seems to be using visible mesh collision instead of collision mesh collision. My collision mesh is just a box for the tent, but the actual collision is pretty much the tent's mesh.

Is there a way to see collision in game?
#6
03/07/2010 (8:06 pm)
Not that I'm aware of.

I assume you are adding this object to the scene as a TSStatic? Have you set the collisionType to "Collision Mesh" in the World Editor?
#7
03/07/2010 (11:31 pm)
Yep, it's set to collision mesh.