Why does boundingBox code work but not the bb in the 3d file?
by Highlander · in Torque Game Engine · 05/12/2007 (11:42 am) · 3 replies
This is a repost from the private forums since someone pointed out that script questions belong in the public forum.
I've got a model with a 'bounds' box around it in 3d studio max. When i bring it into the game, it doesnt seem to make any difference. The only thing that the crossbow seems to hit is the box defined by the line:
boundingBox = "1.2 1.2 2.3"
in server\scripts\player.cs
why?? I thought the point of the bounds and collision nodes in the 3d model file is to set the bounding box in the game?
I've got a model with a 'bounds' box around it in 3d studio max. When i bring it into the game, it doesnt seem to make any difference. The only thing that the crossbow seems to hit is the box defined by the line:
boundingBox = "1.2 1.2 2.3"
in server\scripts\player.cs
why?? I thought the point of the bounds and collision nodes in the 3d model file is to set the bounding box in the game?
#2
05/13/2007 (6:48 am)
Thanks thak!
#3
05/13/2007 (9:16 am)
One super important thing to note with the bounds box is that it defines the origin of the player models local scene. As such if the pivot for the bounds isn't centered at the players mid point (usually the feet), you will end up having your player collision bounding box offset. This in turn creates all sorts of wonderful visual issues when playing the game.
Torque Owner Thak
the bounding box is only used for the exporter to know what to export nothing more it gets removed after that.
Collision boxes are called:
col-1 and the detail node for such an object is collision-1
that goes up to a max of col-8.
player models do not have colision boxes, except the one you describe there: boundingBox = "1.2 1.2 2.3"