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Collision wont work exported fine. ok dump file

by Craig Fortune · in Artist Corner · 08/10/2005 (9:28 am) · 2 replies

Apologies for the weird thread topic but I'm trying to make sure people who search for this issue will find this thread easily.

There is a curious "problem" with the dts 2.0 exporter, when working on your model etc I'm sure many people (like myself) often turn the collision mesh to "invisible" to get it out the way whilst we work. However this causes a side effect that is tricky to notice. If you export whilst the collision mesh is invisible it will not collide in game or so it appears. However according to the dump file the collision mesh is there ok... :)

My only assumption is that setting it to invisible is saying to the engine "dont collide against this" much like setting invisible on a normal mesh will say to the engine "dont render this"


Now I wonder if theres a cool use for turning collision meshes off and on like this? Because visibility can be animated on and off, why not collision ey? ;)

#1
08/11/2005 (2:18 pm)
Thanks for the heads up Craig.
I'm curious where you have your collision's axis located, is it @ 0,0,0?. This may not at all be related to the "invisible" issue but, I know when using more than one collision you can get a similar situation: Two collision meshes, both verified in the dump but, only one of the collision meshes created actually collides in-game? To fix it I had to bring both collision meshes to the same bounding box 0,0,0 then everything worked fine.

hmm interesting, If we could turn off collision we could save a lot of cycles then turn it on when the player gets close enough...kinda like collision LOD? naw I'm probably going off on a tangent with that idea....
#2
08/11/2005 (2:29 pm)
That doesn't relate to the "invisible" issue. However to answer your query I believe you place your axis equal to the bounding boxes (I believe, although could be the origin maybe) and it'll offset the collision meshes properly.

As for your second point, the engine (by default) only checks collision boxes if the bounding boxes of two shapes are overlapping.