Beta2 polysoup bug
by Mike Rowley · in Torque Game Engine Advanced · 03/29/2008 (1:58 pm) · 8 replies
I have a dts building that I use polysoup for collisions. I have to jump to enter the door now.
In tge 1.5.2 with the polysoup resource added it works fine.
If you need a test case, I can send it to you. (GG)
Edit: Using the starter.fps demo as a base.
In tge 1.5.2 with the polysoup resource added it works fine.
If you need a test case, I can send it to you. (GG)
Edit: Using the starter.fps demo as a base.
#2
03/29/2008 (2:10 pm)
You may also want to raise the stepHeight in the player's datablock just a touch and see if this fixes your specific issue.
#3
Stephen, I can try that, but the steps are only about 3" high. I would post a screenshot, but my host is moving datacenters so my sites are down.
03/29/2008 (2:20 pm)
PG, I have a copy of this with seperate collision mesh. I decided to try polysoup here as it works perfectly in tge.Stephen, I can try that, but the steps are only about 3" high. I would post a screenshot, but my host is moving datacenters so my sites are down.
#4
One thing that is needed are test cases of art assets that cause problems. There isn't a polysoup mesh with steps in the current beta to test against. If you could send the files to joshe@prairiegames.com that would be great...
03/29/2008 (2:27 pm)
I'll have to look into this again, ideally for smooth movement a sloped collision mesh over steps would be ideal... the step function is tricky with polygon soup and introduced problems with players walking up surfaces. If it hangs you up with 3" step that is a problem. One thing that is needed are test cases of art assets that cause problems. There isn't a polysoup mesh with steps in the current beta to test against. If you could send the files to joshe@prairiegames.com that would be great...
#5
I got an imageshack account to show a pic of it. (yuk)

Edit... email sent.
03/29/2008 (3:40 pm)
Sure. I can send it. I got an imageshack account to show a pic of it. (yuk)

Edit... email sent.
#6
Thanks for sending the example.
What really needs to happen here is supporting separate polygon soup collision meshes... and not using the rendered mesh. Basically, the player stepping system gets confused by too many small polygons.
In the meantime, a DTS shape really needs to be designed with player stepping in mind. The example you sent works great...
I added a field to the tsStatic which flags where the shape should allow player stepping.
03/30/2008 (10:22 am)
Hello Mike,Thanks for sending the example.
What really needs to happen here is supporting separate polygon soup collision meshes... and not using the rendered mesh. Basically, the player stepping system gets confused by too many small polygons.
In the meantime, a DTS shape really needs to be designed with player stepping in mind. The example you sent works great...
I added a field to the tsStatic which flags where the shape should allow player stepping.
#7
To all, i recommend http://www.freeimagehosting.net/ as a faster alternative to imageshack
03/30/2008 (11:15 am)
Also, I noticed that having many separate polysoup objects stacked right next to eachother would cause the player to fall thru it. i should load that up in the new beta and see if it still happens.To all, i recommend http://www.freeimagehosting.net/ as a faster alternative to imageshack
#8
Ramen, I havent had a problem with falling thru in this version of the beta. Also, gag on imageshack. Now that my websites are back up, I'll just link from there.
03/30/2008 (12:24 pm)
Quote:I added a field to the tsStatic which flags where the shape should allow player stepping.Cool. I'll most likely use the collision meshed version I have, but this is great. :)
Ramen, I havent had a problem with falling thru in this version of the beta. Also, gag on imageshack. Now that my websites are back up, I'll just link from there.
Torque Owner Prairie Games
Prairie Games, Inc.
The player step function introduces problems with walking up polygon soup meshes. Try reducing the size of the step or sloping the entryway.