A few observations
by Jace · in Torque 3D Professional · 10/02/2009 (7:34 am) · 3 replies
Guys please be gentle! I find these to be bugs!
1) It seems like when the normals are on the opposite side of the wall than the player the player can sometimes glitch through it.
Hop in the burg demo and try to walk through the staircase railing, works 100% of the time on my computer and my laptop.
2) The decals left by explosions often end up as squares..
3) With polysoup collisions in the desert demo you can run up to a wall, "rocket jump" while also walking forward and scale a completely straight up wall, lots of fun, but is it a bug?
I am sorry if any of these have been addressed, just trying to help out!
1) It seems like when the normals are on the opposite side of the wall than the player the player can sometimes glitch through it.
Hop in the burg demo and try to walk through the staircase railing, works 100% of the time on my computer and my laptop.
2) The decals left by explosions often end up as squares..
3) With polysoup collisions in the desert demo you can run up to a wall, "rocket jump" while also walking forward and scale a completely straight up wall, lots of fun, but is it a bug?
I am sorry if any of these have been addressed, just trying to help out!
About the author
#2
What type of collision is this ?
Opcode ?
You should avoid dense grids.
2)
It is a bug.
I can see it only in advanced lightning.BL is good.
3)
use runSurfaceAngle and jumpSurfaceAngle in the player datablock to adjust the angles.
Stock T3D comes with 70,you should use lower values.
Also adjust your maxStepHeight.
This will solve your stepping problems.
10/02/2009 (7:58 am)
1)What type of collision is this ?
Opcode ?
You should avoid dense grids.
2)
It is a bug.
I can see it only in advanced lightning.BL is good.
3)
use runSurfaceAngle and jumpSurfaceAngle in the player datablock to adjust the angles.
Stock T3D comes with 70,you should use lower values.
Also adjust your maxStepHeight.
This will solve your stepping problems.
#3
If you enable the player collision rendering ($Player::renderCollision = 1; in the console) you can see all these problem areas have like a single flat quad for collision.
10/02/2009 (4:21 pm)
The issue is that whoever did the collision mesh for Burg assumed that collision is double sided... its not.If you enable the player collision rendering ($Player::renderCollision = 1; in the console) you can see all these problem areas have like a single flat quad for collision.
Torque 3D Owner Jace