Game Development Community

Burg Demo: Black box around crank shaft when shot - RESOLVED

by Shaderman · in Torque 3D Professional · 04/17/2010 (1:25 am) · 11 replies

Sorry if this was reported before, I didn't find anything like that in the forums.

img685.imageshack.us/img685/3926/screenshot00100000p.png

I've just started Burg and shot the crank shaft.

Windows 7 (64bit), NVIDIA 9600GT, driver version 197.25.

#1
04/17/2010 (3:21 am)
Isn't that just a "stretched" decal? I might be wrong.
#2
04/17/2010 (10:00 am)
That's a stretch decal over an otherwise invisible collision mesh. I'm betting the crank shaft itself doesn't have any collision at all. They use the invisible collision meshes all over the level to prevent jumping over or on certain things.
#3
04/17/2010 (11:42 pm)
Whatever it is, shouldn't the engine handle it better? :)
#4
04/18/2010 (12:52 am)
It was a level build/artist decision. They didn't want people going over the railing into certain areas, so they used a rather common solution that is used in many games, some you may have even played yourself. The difference is that usually they only block player and/or creature movement and in some way not projectiles. I also don't recall seeing projectile decals in many of those games either.

As for collision with that crankshaft, it would either need a box-like collision mesh closer to it or something more detailed. Either poly soup or collision boxes around the arms and one around the shaft but ones that wont collide with each other. Either of these solutions isn't very efficient though. Poly soup would probably be murder with that contraption, and I'm not sure how well the engine would handle a complex set of collision boxes around all that.

I'd lean more towards a 'no-decals' setting so that even if an invisible collision mesh blocks projectiles, it at least wont display decals in the often stretched or otherwise deformed manner.
#5
06/05/2010 (2:16 pm)
logged: TQA-240
#6
04/13/2011 (5:54 pm)
Fixed in 1.1 Final and Preview.
#7
04/13/2011 (10:33 pm)
Fixed as in better wrapping of the decal (as an actual source change that resolved a problem), or simply working around the issue by changing the collision mesh that the example was using?

I had to ask because the ability to wrap decals around StaticShapes (like happens with TSStatics) was cut at one point in the pre-release betas... suppose I could look and see if that functionality was added back in :D
#8
04/14/2011 (8:39 am)
Have a decal problem here too. If i shoot on a house (a bought dexsoft model) the decal overlaps the house which looks ugly. Using 1.1 preview.

edit: How to insert a picture here?

[image] http://img828.imageshack.us/i/bug1s.jpg/ [/image]
#9
04/14/2011 (11:08 am)
>edit: How to insert a picture here?
Just upload somewhere and post link here.
#10
04/14/2011 (11:26 am)
Once you have your image uploaded (photobucket, imageshack are popular choices) you get the url and place it within image tags:
[image] image url here [/image]

#11
04/14/2011 (12:42 pm)
Thanks for the help, picture doesn`t show but the link should work.