What is "collision-1 detail"?
by James Bourke · in Torque Game Engine · 11/14/2007 (12:00 pm) · 2 replies
Hello, I'm using max9 and the exporter provided and I belive I have my model setup correctly. When I add it to the world using the torque mission editor all looks as it should, no problems. When I then try to add it to the world as a "FlyingVehicle" using a script, I get an error: "...a vehicle must have a collision-1 detail!".
Does anyone know how to fix this? Or even if it is an art or script problem?
Thanks for any help.
Does anyone know how to fix this? Or even if it is an art or script problem?
Thanks for any help.
#2
11/14/2007 (1:50 pm)
Collision-1 would be an invisible collision box around your object. Just put a box around your object and name it Collision-1 and that will get rid of that error.
Torque Owner Kevin Summers
you need to have in the scene before exporting.
When I export from GameSpace I have to have,
- A bounding box named "bounds"
- 3 copies of the object's mesh named
"_detail4"
"col1"
"Shape4"
"_collision-1"
- Col1 is a dummy placeholder in my case and may not apply
- Also in my case, the number after _detail and _Shape are for levels of detail.
so if you create copies and texture Shape4 in low detail, and Shape 128 in
high detail you'll get automatic Level Of Detail exported in your DTS shape.
Your results may be different depending on the exporter. Check the exporter's
docs and see what the requirements are for which meshes must be present. I
suspect you just need to copy your shape (leaving it in the same place) and call
that copy collision1.