T3D 1.1 B3 Visible Mesh collision different from B2 - LOGGED
by Donald Teal · in Torque 3D Professional · 09/24/2010 (3:23 am) · 4 replies
I need to know what has changed from B2 to B3 in regards to using visible Mesh as the collision. I have a cave system that I use visible mesh as collision. IN B2 the caves worked fine the collision followed tightly to the visible mesh.
Now in B3 I set the collision to Visible and I have sections of the cave tunnel it wont let me pass. Its as if a wall is across the tunnel.
Thanks
Now in B3 I set the collision to Visible and I have sections of the cave tunnel it wont let me pass. Its as if a wall is across the tunnel.
Thanks
About the author
#2
I;ve put on the collision rendering and can't see any obvious issues, in fact 2 of these houses work fine in some areas an not in others.
We haven't been too worried about it thinking it was just our scaling etc but when I saw this I realised we weren't the only ones experiencing this.
09/24/2010 (2:53 pm)
We've experienced a similar issue with some housing we have that worked fin in B2. While we will eventually model the collision mesh for these it was a little annoying to run into this.I;ve put on the collision rendering and can't see any obvious issues, in fact 2 of these houses work fine in some areas an not in others.
We haven't been too worried about it thinking it was just our scaling etc but when I saw this I realised we weren't the only ones experiencing this.
#3
09/24/2010 (3:35 pm)
I also have buildings that the collision has been shifted one way or another and doesn't match up with the model
#4
09/24/2010 (5:13 pm)
Logged by Matt Taylor, FS-QA Intern, TQA-1148
Associate Steve Acaster
[YorkshireRifles.com]
Also check out the collision rendering option thing ... which I can't remember how to do off the top of my head, but it'll be somewhere in World Editor, and see if there's an obvious visual issue - and check bounding box sizes for being too big.