Game Development Community

Collada interiors

by Martin Banks · in Torque 3D Professional · 08/26/2009 (6:07 pm) · 4 replies

I have imported a room that I want to have a character walk around in. It comes in as a TSStatic shape, just like the building present in the full project example. However, unlike that building, my character just passes right through it. I can switch to the object editor, and lift him over the room, and he just falls through.

How do I set up the room so that it has the physics set for its walls and floors, similar to how things are setup for the default biulding present in the full project example?

#1
08/26/2009 (6:11 pm)
there's a dropdown for the shape in the editor called "collisionType" - change it to "visible mesh".
#2
08/26/2009 (6:13 pm)
You mean Polysoup?
collisionType = "Visible Mesh";
      allowPlayerStep = "1";
Can't have double-sided polys/tris/faces or the player will stick to it.
#3
08/26/2009 (6:57 pm)
Awesome, got it. However, I am getting stickiness. The faces do not appear to be double sided. When I am outside of it, it does not render the back faces of the walls. However, there are other objects within the walls whose normals are configured facing outward like most objects. Could this lead to stickiness?
#4
08/27/2009 (12:44 pm)
Polygon density and complexity will certainly add to issues with the Polysoup collision. The best solution for this is to either go and reduce your polygon complexity, make certain that no polygon has more than 4 verticies (and these verts are intelligently located) and that you do not have any long or thin strips.

The other option is to put in less dense collision shapes and use those instead, but you will still need to follow the rules of thin polys and making certain that you have no more than 4 verts per poly.