Game Development Community

A few polysoup questions...

by Gareth Hewes · in Artist Corner · 10/20/2008 (7:28 pm) · 3 replies

I was just wondering...I can't find any description of how polysoup models are created. Is it just like creating a .dts file? And in that case, is the collision locked into the actual polygons, or can you use a collision mesh? It just seems to me that a .dts with a collision mesh would be better than a .dif because of the ease of creation and detail.

Any thoughts would be much appreciated!

#1
10/20/2008 (8:20 pm)
I believe it's just like a regular .dts model with collision calculated on a per-poly basis. I think the option to use collision meshes would be very useful if it's not already possible.
#2
10/21/2008 (12:43 am)
Polysoup uses the real poly-modeling information for collision.

But if you still want to use Collision mashes, you can use the patch by Joti Carroll here www.garagegames.com/blogs/8863/11953 at date (Aug 14, 2007 at 04:12).

It scans the model to use Collision meshes if they exist. If it doesn't find any, it uses the real mesh to calculate collisions.

Nicolas Buquet
www.buquet-net.com/cv/
#3
10/22/2008 (12:12 pm)
Is that patch already included in TGEA 1.7? I got the basic polysoup to work, awesomeness much, but I haven't had the chance to try it with a collision mesh.

Also, in that case, would it use the collision mesh for the shadowing, or still the actual polys?

Thanks in advance with any help.

I think once I get this stuff figured out, I will go through and make a video on the full process of making and importing a model for polysoup. I know most people who need it already know how, but in the future, you know...I figure if I had problems with it, I can fix those for others by compiling what I have learned.

Okay, I admit it. It's just because it sounds like fun to me to make a video.