Hitboxes for vehicles
by N R Bharathae · in Game Design and Creative Issues · 11/25/2005 (4:20 pm) · 3 replies
I was wondering if anyone here has successfuly applied hitboxes to their vehicles and whether you guys would share the secret? My programmer and I have been batting back and forth e-mails on getting the hitbox naming conventions right and whether or not a biped is required in the vehicle mesh for the hitboxes to working properly.
We're using the 'Hiding Mesh' resource where we follow the HBxx naming convention and the meshes are linked to the start_node but Torque will not read this. I then changed them to HBxx_2 where _2 is the detail marker. The meshes rendered just fine in-game but the programmer said the hitboxes would not work properly using that naming convention.
All of the resources I've found relating to hitboxes are designed around them attaching to a skeleton. But would this be necessary for use in a vehicle? Up till now I've disregarded the idea but maybe that's the key. If I can get help with this and it works I plan to write a tutorial as a resource.
Any ideas?
We're using the 'Hiding Mesh' resource where we follow the HBxx naming convention and the meshes are linked to the start_node but Torque will not read this. I then changed them to HBxx_2 where _2 is the detail marker. The meshes rendered just fine in-game but the programmer said the hitboxes would not work properly using that naming convention.
All of the resources I've found relating to hitboxes are designed around them attaching to a skeleton. But would this be necessary for use in a vehicle? Up till now I've disregarded the idea but maybe that's the key. If I can get help with this and it works I plan to write a tutorial as a resource.
Any ideas?
Torque Owner Ronald J Nelson
Code Hammer Games