Game Development Community

Polysoup trouble

by Adam Beer · in Torque Game Engine Advanced · 06/19/2008 (11:39 am) · 6 replies

I have decided to make my buildings dts's and use polysoup instead of being dif's. When I load in a building, my player will get stuck on it wherever he is. I learned that the floor of the building cant be just 2 polys or the player cant walk on it. If I walk up to a wall or the doorway, instead of the player going in the door, he just gets stuck. This also happens on the outside and inside walls. Any ideas as to what the problem is?

#1
06/19/2008 (12:56 pm)
@Adam, I would look into the findContacts (or findContact, I don't remember) function in the Player class. In there it eventually determines if the surface you're on is one that can be run on or jumped from. I have a feeling that as is, when you walk up to a wall like that with a polysoup DTS, it's likely saying that the *wall* is a run surface. If that is what's happening, you should try checking the surface normal against the world Z vector, which will allow you to reject it and will have the player go back and not get stuck.

I certainly could be wrong though, since I haven't tried it out.
#2
06/26/2008 (7:52 am)
Ross,

I think my problem is more of an art issue, not code. For example, I am not modeling my building correctly somehow. Is there any requirements on how to make a polysoup building work properly?
#3
06/26/2008 (9:01 am)
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#4
06/26/2008 (12:09 pm)
There's an option with polysoup, it's called something like "PlayerStep" and you can check/uncheck it in the mission editor. Is this turned on with your building? If so, the player could be attempting to run up the wall you're colliding with.
#5
06/27/2008 (10:47 pm)
I still get stuck with allowPlayerStep enabled.
#6
03/05/2010 (5:02 am)
Not to dig up an old issue but I fixed the issue by making sur my model was Single Sided polygons and that it was set to Smoothed and not set to Solid. This is in Blender