Please explain the model types [SOLVED]
by Keith G Wood · in Technical Issues · 04/17/2011 (7:26 pm) · 2 replies
I have a number of models that are being manipulated in script - but I appreciate different types of model support different attributes. Can someone provide a simple summary of which to use when?
For example:
TSStatic - you can create & delete the models in script. It supports collisions. But you cant move it in script.
StaticShape - you can create, delete & move in script. But it doesn't seem to support collisions.
What I'd like to do now is create, delete, move and support collisions. What I want is "StaticShape with collision support" - so what type of model should I use for this?
And is there a resource anywhere that gives a simple summary of what each of the types supports?
For example:
TSStatic - you can create & delete the models in script. It supports collisions. But you cant move it in script.
StaticShape - you can create, delete & move in script. But it doesn't seem to support collisions.
What I'd like to do now is create, delete, move and support collisions. What I want is "StaticShape with collision support" - so what type of model should I use for this?
And is there a resource anywhere that gives a simple summary of what each of the types supports?
About the author
The perverse mind behind Bad Taste Software: http://www.badtastesoftware.co.uk
#2
Anyway, I've got round my particular problem by replacing the TSStatic model with a StaticShape model at the appropriate point. I don't need collisions & movement at the same time - so this was the simplest to implement in this case.
04/26/2011 (7:15 pm)
I'd rather hoped StaticShape supported visible mesh collision.Anyway, I've got round my particular problem by replacing the TSStatic model with a StaticShape model at the appropriate point. I don't need collisions & movement at the same time - so this was the simplest to implement in this case.
Associate Michael Hall
Distracted...
A TSStatic on the otherhand has the option of setting collision detail to a bounding box, collision mesh (only works if one is present), or the visible mesh of the object.