Turning off Dif collision
by arteria3d · in Torque Game Engine · 01/30/2005 (11:34 am) · 27 replies
Does anybody have any idea how i can disable collision on a dif???
About the author
Owner of uk based Ltd company ArteriaMediaLtd. with a trading name of Arteria3d Website;arteria3d.com
#22
InteriorLMManager::GetHandle : Invalid Texture index
are a couple i'm getting.
06/27/2005 (10:16 am)
Error, Ran over the shape assumptions for convex hulls...InteriorLMManager::GetHandle : Invalid Texture index
are a couple i'm getting.
#23
06/27/2005 (10:20 am)
Disabling the stream reads and writes doesn't cause the crashes, but now all the DIFS have no collision so.... I'll post again with some new info when i have it
#24
as stated above.
and
added a read on 1558
code above says to place to that one a few lines does on 1562 but it didn't seem right. Doing this seems to give me the desired results. i can turn the collsion off. However,..... why are there two reads and two writes for the packet updates? as my errors are being cause by the other set, i'm wondering what their purpose is.
06/28/2005 (4:37 pm)
Ok.. some progress.... i have one of the writes on line 1462stream->writeFlag(mAlarmState);
stream->writeFlag(mCollidable);//ramenas stated above.
and
added a read on 1558
setAlarmMode(stream->readFlag());
mCollidable = stream->readFlag();//ramencode above says to place to that one a few lines does on 1562 but it didn't seem right. Doing this seems to give me the desired results. i can turn the collsion off. However,..... why are there two reads and two writes for the packet updates? as my errors are being cause by the other set, i'm wondering what their purpose is.
#25
Change this to...
And your DIF will not contain collision information for normal structural brushes... note this makes the DIF smaller too. We did a similar thing in the Pipeline exporter, but it's controlled via a property in the worldspawn.
Still having the option when your working in the mission editor is just as good if not better.
06/28/2005 (5:17 pm)
Just to jump in here and provide an alternative. You can easily disable collision on a DIF at export time by making one change to map2dif. In exportGeometry.cc/cpp in the function EditGeometry::exportToRuntime() around line 1444 you'll see:// Build the interval trees and convex hulls for solid collisions...
if (mSpecialCollisionBrushes.size() == 0)
{Change this to...
// Build the interval trees and convex hulls for solid collisions...
if ( false )
{And your DIF will not contain collision information for normal structural brushes... note this makes the DIF smaller too. We did a similar thing in the Pipeline exporter, but it's controlled via a property in the worldspawn.
Still having the option when your working in the mission editor is just as good if not better.
#26
06/28/2005 (7:03 pm)
That's handy as well. not having to toggle something in the mission editor for some things is good.
#27
09/20/2007 (2:15 pm)
Actually there is a much easier way of making an interior DIF brush that has no collision. If you make it concave it will automatically have no collision. Otherwise if you must make it convex, simply use almost any tool (subtract works best) in constructor and the bugs will take care of the rest! :)
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