Collision issues with projectiles. :X
by Matt Cabanag · in Artist Corner · 03/09/2005 (7:23 pm) · 6 replies
Hello,
I've managed to successfuly export my shapes into the Torque Game Engine. Player collision seems to work fine. I'm able to bump into my shapes and even climb on top of them. But when I shoot at them, the projectiles go right through. :( I have a single collision-1 mesh and a LOScollision-9 mesh. What am I doing wrong?
I've made a broken .scn file available if anyone wants to have a look at it.
here
Thanks in advance. :)
I've managed to successfuly export my shapes into the Torque Game Engine. Player collision seems to work fine. I'm able to bump into my shapes and even climb on top of them. But when I shoot at them, the projectiles go right through. :( I have a single collision-1 mesh and a LOScollision-9 mesh. What am I doing wrong?
I've made a broken .scn file available if anyone wants to have a look at it.
here
Thanks in advance. :)
About the author
#2
Projectiles still go right through. :X
AAAHHHH!!! Here's the problem: If the collision meshes are too complex, the projectile collision detection just completely fails! I replaced my collision mesh with a simple rectangular whatchum'callit and the bullet hits it just fine. I guess this is why we have multple collision meshes huh..
You learn something every day. :)
03/09/2005 (8:07 pm)
Okay, I've made the bounds bigger and I made sure the shapes inside were in the middle of it. I've also looked in the dump.dmp file and I haven't seen any "ERROR" lines. Although I really wouldn't know if any irregularities have occured since I really don't know what that would be. Projectiles still go right through. :X
AAAHHHH!!! Here's the problem: If the collision meshes are too complex, the projectile collision detection just completely fails! I replaced my collision mesh with a simple rectangular whatchum'callit and the bullet hits it just fine. I guess this is why we have multple collision meshes huh..
You learn something every day. :)
#3
04/12/2005 (8:40 am)
Does the "regular" collision still work correctly if you add a big box collision mesh... i.e., can you still jump on top of it with the player, etc.? How does it know to use the more complex collision mesh for things "bumping" into the object, but use the box for projectile collision?
#4
04/19/2005 (6:37 am)
I'll have to test that. I completely replaced the more complex collision box with the simple one, so I'm really only dealing with one collision mesh. :}
#5
Just wondering...
04/19/2005 (8:38 am)
Yeah... I know what you mean... I was just wondering if the "simple" collision mesh is still working "correctly" for the other types of collisions, since the more complex collision box might collide better for say, Interiors, than a simple box.Just wondering...
#6
04/19/2005 (8:58 am)
Also, that makes me wonder... is it possible with TGE to have a DTS with a simple box collision shape, but also include a more complex collision shape, and specify programmatically (in script) which shape to use for which types of collisions? My guess is that this kind of thing is not supported...
Torque Owner Josiah Wang
You might wanna make your bounds box bigger - it's possible that maybe it's not encapsulating it?
Also, does the console or the dump.dmp file show any irregularities?