Game Development Community

Collision mesh creation.

by Cameron Ditty · in Artist Corner · 10/16/2003 (8:00 am) · 24 replies

I am working with some fairly detailed large scale buildings (6,000 - 10,000 polys). I need to create a collision mesh. The buildings are more detaild then simple box design, so a conformal collision mesh is required. If I copy the mesh as the collision mesh, Torque crashes... I assume that a collision mesh of 1,000s of polys is just too much.

I am using LW7.5, and if I do QEMLOSS to lower the poly count, then the collision mesh has holes, creating areas where the character can walk through walls...etc...

I am open to any sugestions for any LW or any examples for any software...3dSM, Maya,...

Any Help is most appreciated.
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#21
10/24/2003 (10:00 am)
Sorry about the delay in replying. The birth of my first son kinda got in the way! :) From the little bit I've been able to test, it seems like the LWtoMap converter will be good for making one off odd shapes, but not really a good solution for creating entire maps. It does have some nice breakdown features that will keep objects w/ less than 32 polys intact, but once you go over that it starts making a brush for every poly, which leads to very unhealthy poly counts. It also likes to crash LWLayout often, and can be a bit frustrating. That's just getting it out to the .map format...

Once out as a map, most complex shapes tend to have a lot of broken faces, and it seems to write out some bad chars that cause quark to give syntax errors and not open the map at all. Looking at the map file in notepad, it seems to write some of the chords as (-nan -nan -nan) which is causing the syntax errors.

Trying to export complex shapes to a dif also has it's own issues with A LOT of these errors:

::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. > 32 points. DMMNOTE: Increase max winding points?

Some of these can be fixed by forcing things to the grid, but it's a really messy solution.

Overall I think this tool has its place in a map makers toolbox, but I wouldn't recommend it as being your default tool for map making.
#22
10/24/2003 (11:25 am)
Kevin - No problem... and congratulations on the birth of your son!
#23
10/25/2003 (10:34 am)
Thanks Ben! It's a crazy, amazing experience. Now I wonder what age I can get him introduced to tge... ;)
#24
10/25/2003 (3:12 pm)
There are a few guys here that have written games for their children... one guy did a scavenger hunt game as a birthday present for his children. Maybe you can join forces ;)
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