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Collision object detail

by Aidan Quinn · in Artist Corner · 10/14/2003 (5:29 am) · 5 replies

If you want to have a castle model as a .dts in the map:
Must you use only shapes like boxes as collision objects,or can you just use a copy of the castle's mesh?

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#1
10/14/2003 (6:02 am)
You can use anything you wish as the collision mesh.
#2
10/14/2003 (7:38 am)
Collision meshes must be convex, however you can add multiple meshes (I believe up to 9, but could be wrong on that). Regardless of the meshes or the number you should try to keep the poly count _VERY_ low. Player/object or worse vehicle/object collisions are fairly intensive.

Hope this helps...

John.
#3
10/14/2003 (7:42 am)
Btw: here is a very good dts reference:

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4273

It shows the collision meshes usage. It's written as a node reference; however it's a great overall reference.
#4
10/14/2003 (8:17 am)
If you want to you have a .dts terrain model with holes in the collision object-split it?
#5
10/14/2003 (8:31 am)
As BobTheCBuilder said, collision meshes must be convex. An object with holes in it can't be convex.

You wouldn't want to use a .dts model for terrain even if you had no holes - they really aren't suitable for such overly large objects.