Game Development Community

Modelling a house... collision?

by Alex Palmquist · in Artist Corner · 07/04/2006 (1:58 am) · 29 replies

I've been trying to create collisionmeshes for a house i've made in blender, but i can't figure out how to create more than one collisionmesh that actually works. i've been able to make the floor walkable, but not make the walls nonpassable. am i supposed to name the meshes something special, or create new "empty's" and name them something? it's buggin my *** off, so, please, someone? help?
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#1
07/04/2006 (2:54 am)
For a house or any model with interiors u need to export as dif not dts
#2
07/04/2006 (3:01 am)
If you want to make house that people should be able to walk in, Luke quite right, you should use DIF rather than DTS. DIF are brushbased shapes and they are optimized to handle collision much more efficient.

Though that said, I don't know if it's possible to create DIFs in Blender, like I said they are brush-based rather than "mesh-based".
You might want to try QuARK (OSS) or 3D World Studio (commercial).
(QuARK is powerful but awkward and 3DWS is easy to use, but at time some what frustrating too. 3DWS is what I use anyway, for buildings accually.)
#3
07/04/2006 (3:07 am)
Not to totally disagree - DIF is definitely a best solution for complicated indoors- but it's quite possible to make well working DST models of buildings (especially if collision is not going to be too complicated). Unfortunately my experience is mainly in Maya/Max but I usualy use sets of cubes boud together as collision models- I bet same might work for you.
#4
07/04/2006 (3:12 am)
Well, if someone find me a OSX-version of quark, then perhaps i'll give it a try, but for now, i don't know any available for my os. And as Johan said, blender doesn't export to dif. Been searching every forum i could find, and every page i could locate, without any luck so far.
#5
07/04/2006 (5:39 am)
I noticed that since 1.4 there can be more than 8 collision meshes?
What's the max number? If any.

Also, I'm a bit confused about the Collision-# and Col-# nodes?
What are the Collision-# for?

(Sorry for hijacking your thread mate :-)
#6
07/04/2006 (6:18 am)
Np, m8 =)
was wondering about that too...
#7
07/04/2006 (2:49 pm)
This might help u a programme called Game Level Builder 2.22 it will export you 3d model in to a .map file or hammer file which then can be made in to a dif file if u cant find this programme contact me and ill upload it
#8
07/04/2006 (3:27 pm)
I've gone to about 20... just to clarify- using Maya I've been setting up all this separate cubes, then just combining them into one Col object. It worked fine (at least for me and for relatively simple shapes like RTS buildings)
#9
07/05/2006 (12:32 am)
The Game Level Builder 2.22, is it available for mac? otherwise no use to me. If i make separate cubes as one Col, do i need to name them something special, or is the basic names they are given in the beginning enough? Been trying to get my building to work now for over3 weeks, and all li get is a walkable floor... =( anyone got a good tutorial or alike how to make it work with .dts?
#10
07/05/2006 (12:38 am)
Radoslaw: How many polys do your collision messes have on an avarage?

Luke: Did you mean this one: www.maple3d.com/? Isn't that a Max-script-thingy?
#11
07/05/2006 (12:42 am)
Alex: I think Radoslaw is merging the cube into on col-mesh before exporting (naming it Col-1), but he better answer that him self :-)

What have you tried to do so far? Have you exported several collision meshes (and named then Col-1, Col-2, Col-3, etc?) And is only Col-1 working?
#12
07/05/2006 (12:48 am)
Been trying Collision_0, Collision-0, Col0, Col_1, Col-1 and adding other numbers to it too... but only one col have been working when i have been adding more... anyone with a schematic over how i should parent the emptys? atm i've been trying:

Detail32 ----> Shape <---- Col0
^ ^
I I
"the building" "the collisionmesh"
#13
07/05/2006 (12:48 am)
Ok... that schematic didn't look like i intended, but you might get the picture...
#14
07/05/2006 (3:19 am)
I think so an i dont think it out to mac, yea its a max script that will export you models in to a .map
#15
07/05/2006 (4:57 am)
You'll need to create a separate convex mesh for each wall basically. make them a different object. and lay them out over you house. there may be a naming scheme you have to follow, but 1.4 has unlimited collision mesh support for DTS now.
#16
07/05/2006 (5:20 am)
I have created a separate collisionmesh for every wall and the floor, as a grouped object:

................Shape..............
...................^..................
................./...\................
......Detail32....Col0..........
............../..........\............
...The House...The ColMesh
............................^.........
........................../...\.......
...Floor (ColMesh0).....\.....
.................................^....
.Front Wall (ColMesh1)..\...
.................................../...
.........Left Wall (ColMesh2)

And so on, and on, and on.... created in the object Col0 all the colmeshes, but still no luck.
#17
07/05/2006 (5:36 am)
Johan Carlson- the highest number I had was around 160 faces- and yes, I am merging them into 1 object (so they do not exist as "submeshes" but as one mesh). If you want I can try prepairing kind of simple "demo" model with collisions made this way- we will see if (and how) it works for you.
#18
07/05/2006 (5:48 am)
Would like some sort of "demo", yes, so i can see how the connections are made... make it big, clumpsy and not to detailed, would be enoug with like... hum... like... 2 walls, and a floor...
#19
07/05/2006 (8:13 am)
Radoslaw:
It's a bit more than recommed, but I guess it works for you!? :-)

An RTS isn't that sensitive to collision issues I guess?

This is only used for outside collision?
#20
07/05/2006 (10:17 am)
Johan- I know but on other hand- it's one mesh built of convex shapes so everyyhing should be ok (and was... for me). Models were single floor but with roof and interiors.

I will post sample in about 4 hrs (still at work so can not spend much time on it as yet)- hope it will be of use.
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