Game Development Community

Max2DTS no collisions

by Howard Dortch · in Torque Game Engine · 06/11/2004 (7:13 pm) · 7 replies

I really hate to grind this one out. I have read all the forum threads on exporting from max to DTS. My artist has followed all the tutorials, examples, demo's and we cant collide with a simple box is there a magic switch someplace to turn on collisions?

#1
06/12/2004 (9:02 am)
No. Is the collision mesh showing up in the showtool?
#2
06/12/2004 (9:10 am)
No there is no magic switch needed, just a valid and properly exported shape :)

Here are a few tips towards collision data that your artist should try.
1. A collision shape shouldnt be anything more than 26 polygons. The more complex the shape, the more it will adversely affect the performance of the game.
2. Remember to name collision nodes correctly. 'Col-#' is what you name your collision geometry, 'Collision-#' is what you name the collision marker. You must have a 'Collision-#' for each 'Col-#' in your scene and the #s used between the two must match (ie. -1, -3, -9, etc.)
3. Link your nodes correctly on the DTS Hierarchy tree. The 'Collision-#' nodes should be linked to the parent of the 'Detail#" nodes. 'Col-#' nodes should be linked to 'Start01' (or a control node that will control its position that is found under the 'Start01' heirarchy).
4. Always check the dump.dmp after you export to see if anything was ingored by the exporter. This is the easiest and most obvious way to fix problems with your work.

Logan
#3
06/12/2004 (9:55 am)
We got it. thanks........
#4
06/12/2004 (3:33 pm)
Howard would you be able to tell us exactly what went wrong and what your team did to correct the problem? It helps us keep track of these sorts of things, as well as helps other uses who might be having this sort of problem. Thanks.

Logan
#5
06/17/2004 (5:37 am)
Ok here is the comments from my artist about this

The documentation is a little sparse in areas. I finally found I had to name the collision box Col-1 and then
make a copy of the detail marker and rename it to Collision-1 to get collision to work. You need to name your object with a number on the end or the MAX plug-in will make the detail marker a -1 and
it will not show. The enumerate button in the pluggin in helps change that, but is there a method that needs to be
followed for numbering? The simplesample has a 128, 64, 32 objects, was that on / for a purpose?

I finally named the object, made a copy of the detail and remaned it, and then linked the object to the start01 to get
collision to work and I just name my main object with some number after it so it will show.
#6
06/17/2004 (7:01 am)
@Howard, I am surprised that your artist claims that the information on setting up collision data for a DTS object is spares, because it honestly is right there and clear as night and day.

It sounds like he doesn't have too firm of a grasp on the information from the DTS Exporter Docs, so you might want to recommend that he reads it again (such as knowing that the detail numbers that he is confused about relate to an objects size on the screen in pixels).

Logan
#7
06/17/2004 (7:24 am)
Well all I know he spent a couple days non stop reading the example line by line doing exactly what it said and got no collisions. I dont do art so I can't say for sure what it says or dont say. Just passing along his email to me.