Game Development Community

Non Renderable Diff Objects.

by Greg Gardinier · in Technical Issues · 08/30/2005 (12:01 pm) · 5 replies

I want to use a diff object I have created just for it's collision. In other words I don't want the actual object rendered in the game, but I still want it's collision properites.

Now, I saw a few reasources on the forums that let you enable transarency for diff objects. This will probably work just fine. However, I wanted to make sure there wasn't something a little less involved I could try first.

Is there any way I can ensure a diff object will not be rendered at all in TGE, or should I just be using a transparent texture?

Thanks.

#1
08/30/2005 (2:22 pm)
If I remember correctly, you can flag brushes in your favorite MAP editor as collision brushes. This means they will not render, but still provide collision. I remember seeing this in Quark, but I cannot speak for other MAP editors.
#2
08/30/2005 (2:46 pm)
Yah, j. is right, but be careful the present incarnation of map2dif disables ALL collision (on non collision brushes) if you use collision brushes. You may wanna check out map2dif+, I think it corrects this. www.garagegames.com/mg/forums/result.thread.php?qt=26007
#3
08/30/2005 (4:38 pm)
What you do is apply a material called NULL. you can do this by assigning a texture thats called NULL.jpg or NULL.png this gets parsed as non renderable collision by Map2Dif. Worked for me anyway :)
#4
08/30/2005 (8:57 pm)
I am using Cartography shop with the Torque Pipline by Sickhead Games. Is there any way to flag brushes as collision brushes through this pipline, or do I have to use map2diff?
#5
09/01/2005 (1:11 am)
Figured it out. When you install the pipline it installs a bunch of "brush textures" there is one called "NULL". I just used that and wala.