Modelling a house... collision?
by Alex Palmquist · in Artist Corner · 07/04/2006 (1:58 am) · 29 replies
I've been trying to create collisionmeshes for a house i've made in blender, but i can't figure out how to create more than one collisionmesh that actually works. i've been able to make the floor walkable, but not make the walls nonpassable. am i supposed to name the meshes something special, or create new "empty's" and name them something? it's buggin my *** off, so, please, someone? help?
#22
Anyone got a dummy model i can see how it's connected, or anyone got a good schematic over connections and alike?
07/06/2006 (12:07 am)
My guess is that they are both the same, only that Col-# is short for the longer term, just as in regular programming, where you can choose to type the whole commando, or just take the shortcut. My short question is now:Anyone got a dummy model i can see how it's connected, or anyone got a good schematic over connections and alike?
#23
Here is promised example DTS: http://www.rkgalery.com/armour/coltest.dts (please, download as I will not keep it online too long- my webspace is limited)
I've buil simple "shelf" building with a ramp, then used three flat cubes for floor, three tall ones for walls and one, rotated, for ramp. After I had them in place I've combined them into single mesh and named it Col_1 (in programs other then Maya it would be Col-1 of course).
Here is how hierarchy of this model looks like:

In Torque Showtool everything seems to be in place. Hope it helps
07/06/2006 (2:17 am)
Well- Col_# is an actual mesh, Collision_# is but a marker. You need both- one points to the other. Marker is placed in hierarchy and refers to geometry on export thanks to naming convention.Here is promised example DTS: http://www.rkgalery.com/armour/coltest.dts (please, download as I will not keep it online too long- my webspace is limited)
I've buil simple "shelf" building with a ramp, then used three flat cubes for floor, three tall ones for walls and one, rotated, for ramp. After I had them in place I've combined them into single mesh and named it Col_1 (in programs other then Maya it would be Col-1 of course).
Here is how hierarchy of this model looks like:

In Torque Showtool everything seems to be in place. Hope it helps
#24
07/06/2006 (5:30 am)
It's very kind of you, Radoslaw, it really is, but it didn't help me out that much, because i needed it in .blender... needed to see how the file looks like in blender in order to get it to work... but i am greatful that you took the time to get it done.
#25
......................................................................Shape.........................................................
...................................................................../...\...\........................................................
.................................................................../.......\...\......................................................
.................................................."the House"..........\...\....................................................
...................................................................Collision1...\..................................................
.................................................................../.................\.................................................
...............................................................Col1..................\...............................................
...........................................................(The floor)............Collision2...................................
......................................................................................./...............................................
..................................................................................Col2...............................................
...............................................................................(A wall).............................................
07/06/2006 (6:11 am)
Ok, guy's... this is by no means of calling myself a genious, because i am not one, but i have figured it out. this is how i did it:......................................................................Shape.........................................................
...................................................................../...\...\........................................................
.................................................................../.......\...\......................................................
.................................................."the House"..........\...\....................................................
...................................................................Collision1...\..................................................
.................................................................../.................\.................................................
...............................................................Col1..................\...............................................
...........................................................(The floor)............Collision2...................................
......................................................................................./...............................................
..................................................................................Col2...............................................
...............................................................................(A wall).............................................
#26
http://www.garagegames.com/blogs/70055/10633
Collisions are outlined, but from a 3dsmax persepctive. But the setup should be the same.
07/06/2006 (7:00 am)
I remember this persons Bloghttp://www.garagegames.com/blogs/70055/10633
Collisions are outlined, but from a 3dsmax persepctive. But the setup should be the same.
#27
07/06/2006 (7:03 am)
In blender, the collisionmesh are defined by a very small change in purple color from the original mesh (the house), wich is also in purple, almost the same as the other ones.... this makes it very hard to separate them.
#28
07/06/2006 (7:04 am)
BTW, make sure the colmeshes is single sided, otherwise it won't work.
#29
Thanks, Surge.
Seems like I'm a bit throw off by the fact I'm mostly using Milkshape :-)
07/07/2006 (12:01 am)
Thanks for your feeback and time Radoslaw :-)Thanks, Surge.
Seems like I'm a bit throw off by the fact I'm mostly using Milkshape :-)
Torque Owner Johan Carlsson
Isn't there anyone that can explain the difference between Collision-# and Col-#?