Game Development Community

Re: Mount Points and Collision

by Richard Van Stone · in Torque Game Engine · 08/26/2004 (7:41 am) · 3 replies

Ok I've been working on a system for my game that's a bit complicated to explain so I will do my best to explain it here. I'm working on a game that is Transformerish in style. http://www.phoenixrisingstudios.com/automaton/cast.jpg Would be a sample of what the models will eventually look like. After much discussion in the chatroom I decided to work on a system where we would have a base skeleton and attach mount points for each limb. The reason we did this was that we want players to be able to customize their characters and switch out individual parts, so the actual model for the character is made up of about 32 seperate pieces. We broke the model down into Waist, Head, Chest, Right_Arm, Left_Arm, Right_Leg and Left_Leg.... each of those pieces were in turn made up of mount points ie Right_Arm is Shoulder, Upper_Arm, Elbow, Forearm, Wrist and Hand.

Last night as I was reading through documentation further I found out that apparently Torque handles player Model geometry collision and thus you don't create collision meshes for them. So what I'm trying to figure out now is do I have to create meshes for each individual piece of the model in order to get collision to happen. As we discussed in the channel it was assumed that I'm going to have to make some sort of model with a 0 alpha texture on it that would server as the collission reference for the model that we can see. I'd really prefer to avoid that line of action, are there any other suggestions/techniques you all can recommend so I can stick with my original idea?

Richard Van Stone

#1
08/26/2004 (7:57 am)
Check out this resource
#2
08/26/2004 (8:25 am)
Isn't that just for weapons and such? I need a way of this interacting with the actual model itself. Not somuch as a hitbox as just regular collission or does this resource do exactly just that?

Rich
#3
08/26/2004 (10:04 am)
Rich,

I read through that tut and came to the same conclusion. Depending on what you need. You may use the hitbox concept to define boxes that you want collision information for. Then add these boxes to Convex::updateWorkingList(). Look at Matt Fairfax's collision tutorial. for info and example about how to go about doing this.

Hope that helps. I'm looking at doing a similiar thing tonight. Maybe I'll have more info for you later. ;)