Game Development Community

Single collision mesh

by Ian Omroth Hardingham · in Artist Corner · 07/22/2003 (9:31 am) · 9 replies

Hey,

reading through the milkshape dts exporter documentation, it says that only a single collision mesh is supported. Does this mean I can only have one polygon as a collision mesh, or am I getting confused?

Cheers,
Ian

#1
07/22/2003 (5:45 pm)
I would think you could have more polies than that. I think they mean you can only use one MESH for the collision (A box for example 12 faces/polies). With MAX you can use 9 seperate meshes for collision. The mesh needs to be convex.

Hope that clears it up for ya.

Matt
#2
07/23/2003 (3:25 am)
The mesh needs to be convex? That's very limiting. Maybe I'll have to split up the various parts of my model and import them seperately.
#3
07/23/2003 (5:03 am)
I am not sure about milkshape but with Max if the collision is concave then it either ignores it or changes the shape to convex. You could always try it the way you need it and see how looks in the showtool.

Matt
#4
04/28/2005 (10:49 pm)
OK So you are saying that in MilkShape If I had an intricate model, I have to cover the entire thing with 1 mesh? What if its a building and I want to be able to go thru a door but not walk into the interior walls?

Mickey Moose
#5
04/28/2005 (11:02 pm)
Quote:The collision mesh is No longer an issue with Torque 1.4, you can have unlimited collision meshes

I beleive it supports up to 9 presently per dts...

builders can be made with .dif's with a performance gain... using Quark or CShop
#6
04/29/2005 (4:27 am)
Yeah, use the dif format for buildings.

Vehicles support 9 collision meshes, but only in Max I believe. Players can only use one.

Ian
#7
04/29/2005 (4:33 am)
You guys are kind of crossing concepts here! In one message:

Quote:
The mesh needs to be convex? That's very limiting. Maybe I'll have to split up the various parts of my model and import them seperately.

and then follow-ups:

Quote:
builders can be made with .dif's with a performance gain... using Quark or CShop
and
Quote:
Yeah, use the dif format for buildings.

Keep in mind here that the fundamental difference between .dts and .dif is that .dif requires that everything be convex--that's why you can have very complex collision, because everything is built into a bsp tree to handle collision. This can only be done because everything is convex.

.dts limits collision (currently, as was mentioned, 1.4 gives you more options) because you cannot build a bsp tree since .dts does not have the "everything must be convex" requirement.

The limiting factor here is that collision meshes must be convex, period. .dif only has faster/more complex collision because the entire set of primitives in .dif's meet this requirement, while in .dts they do not.

Disclaimer: I'm not an artist, so this is just coder/forum user information...there may be slight inconsistencies in what I said, so don't nitpick please!
#8
04/29/2005 (2:44 pm)
The DTSPlus! exporter will support up to 9 collision meshes....and more features than the stock DEFAULT SDK version. And last I viewed documentation; the Vehicle Class is limited to ONE mesh.

Please, everyone; the default SDK Milkshape3D exporter[which is shipped with TGE and is a default exporter setting within Milkshape's environment], does not support many features. This is something I've asked before: Why is this more robust exporter to DTS format marginalized and kept from the SDK, and a clearly inferior version compiled and supplied? The default tool that gets built/shipped with the SDK is sadly lacking in features, prompting MANY of the same questions retreaded to infinatim. The DTSPlus! software is far superior to the provided tool, and I feel should REPLACE, the stock tool.

For all those utilizing the Milkfarm: Pass Go, Collect yer $200, and forget the stock tool.....a reduction in Threads asking the same questions may occur. You'll be able to produce a Milkshape3D PLAYER that will load the default sequences, get IFL's working and multiCollision meshes to interact with.....

Rex

I guess the more important question is: why is the stock version favored. What features does it hold over the DTSPlus! version? What makes it a BETTER tool than Chris Roberston's.

You don't need 3DSMax v.xxx.....unless the few features not supported with Milkshape are required.
#9
04/29/2005 (3:04 pm)
Has Chris release the source for compilation?