Static Collisions?
by Richard_H · in Torque Game Engine · 01/20/2007 (7:27 am) · 4 replies
Hi,
I've been trying to add a shaoe I exported with collision. As a static shape the player can't go through it, but projectiles can. I tried adding other static shapes and it seems trees have this same problem. The rock and barrel apear to work fine though, why is this and is anyone else getting this problem?
Edit:
BTW, I'm using a near HEAD version of TGE I downloaded today. The only change is a console method and some added variable in Trigger.
I've been trying to add a shaoe I exported with collision. As a static shape the player can't go through it, but projectiles can. I tried adding other static shapes and it seems trees have this same problem. The rock and barrel apear to work fine though, why is this and is anyone else getting this problem?
Edit:
BTW, I'm using a near HEAD version of TGE I downloaded today. The only change is a console method and some added variable in Trigger.
About the author
#2
Just as a quick test, unhook the collision mesh you have, and place a BOX one in its place.
You might also notice even if a non-convex collision mesh works for stopping the player character, it will slow down the FPS.
01/20/2007 (11:20 am)
The collision mesh behaver your describing sound like a non-convex collision mesh. Just as a quick test, unhook the collision mesh you have, and place a BOX one in its place.
You might also notice even if a non-convex collision mesh works for stopping the player character, it will slow down the FPS.
#3
I think Thak was right, I looked it up and realized that I was missing a loscol mesh.
01/20/2007 (11:27 am)
Caylo, it is a box already.I think Thak was right, I looked it up and realized that I was missing a loscol mesh.
#4
I have only ever had the same problem you report when using non-convex collision mesh (like using a duplication of the MAIN mesh used for collision).
I actually use a modified crossbow to check my collision mesh convex, by shooting them- if the projectile pass through it then i know its not convex, or perhaps not linked correctly.
01/20/2007 (11:35 am)
How odd. I seldome use LOS collision mesh, using LOS when you don't really need them is allot of extra work.I have only ever had the same problem you report when using non-convex collision mesh (like using a duplication of the MAIN mesh used for collision).
I actually use a modified crossbow to check my collision mesh convex, by shooting them- if the projectile pass through it then i know its not convex, or perhaps not linked correctly.
Torque Owner Thak
You need los-collision for the projectiles to work.
So col-1 for regualr collisions plus
loscol-9 for projectiles and raycasts.