I need help, my Player goes through my models...
by Jamie Vanderhoef · in Artist Corner · 01/29/2009 (9:21 am) · 4 replies
Hi, I'm new to TGE and to Houdini and when I make models in Houdini and export them to Torque (as described in the Video) my Player runs right through them and no collision is registered...I have no modeling experience, and very very little programming experience, so it is quite possible that my problem is just that I am not doing something that 'everyone' knows should be done, this would be wonderful for me because then someone here can tell me what it is that I'm not doing and I can move on. :) I'm kinda tearing my hair out over it so any help you can give me would be greatly appreciated. Thanks in advance.
About the author
#2
01/29/2009 (1:47 pm)
Thank you for your speedy response, :) I must first apologize for my ignorance, I returned to the Documentation at your suggestion and found the info on exporting that I missed the first time I checked. I will follow the instructions that are there and see if the models work and get back to you. Thank you so much for your invaluable assistance, I am still quite new to all of this and sometimes I read instruction manuals too fast...I must break this bad habit
#3
Best of luck to you and your team on all your future projects!
Farewell
01/29/2009 (2:29 pm)
Happy Days! Thank you so very much! I found the required information and solved my problem! Best of luck to you and your team on all your future projects!
Farewell
#4
Sure, in engines like Blitz3D, collisions and interiors are much simpler to build, but in Torque the extra work to build interiors is more professional (using BSP trees, etc.) and the benefits: lightmapped environments according to the position of the sun, real time shadows on all animated objects, seamless outdoor/indoor rendering, fast collisions, it's all worth it to me. I love the way the engine lightmaps the terrain and all interiors , and updates the light map every time you move an object in the editor.
Well, of course, you did not ask to hear me ramble about the benefits of Torque, but there you go. Welcome to the community, have fun and much success.
01/29/2009 (10:11 pm)
You're very welcome Jamie. The Torque art path can be frustrating as h#!! but once you get a "pipeline" going for production you'll find that its very well optimized for speed and performance. Like I said, Torque is very rewarding. I've worked quite a bit with Blitz3D, Shockwave3D, Virtools, WildTangent, and a few others and I just can't find anything that can compete with Torque for my particular needs.Sure, in engines like Blitz3D, collisions and interiors are much simpler to build, but in Torque the extra work to build interiors is more professional (using BSP trees, etc.) and the benefits: lightmapped environments according to the position of the sun, real time shadows on all animated objects, seamless outdoor/indoor rendering, fast collisions, it's all worth it to me. I love the way the engine lightmaps the terrain and all interiors , and updates the light map every time you move an object in the editor.
Well, of course, you did not ask to hear me ramble about the benefits of Torque, but there you go. Welcome to the community, have fun and much success.
Torque Owner Nmuta Jones
In max , for example, you have to set up a collision mesh (kind of like a collision proxy)that is part of the hierarcy of objects that is attached to the model. This collision proxy in invisible in the engine, but works nicely.
I don't know how its set up in Houdini, I would imagine it's probably easier, but not sure. Are the docs difficult to follow? (dts exporting from Houdini docs). Let us know.