Game Development Community

Collision Problems

by Benj · in Artist Corner · 10/03/2006 (7:14 am) · 11 replies

Ok, i'am fairly new to torque and all, been working with it for a couple weeks now, finally figured out how to export things from blender into it, now im stuck on a related problem... the object is fine, i can run into it and everything but.... all my weapon fire goes right through it... so its like the collision mesh thing is working right for player collisions, but not projectiles, any ideas would be helpful, thanks.

#1
10/04/2006 (3:08 am)
What is happening I suspect is that your object has a very small collision box. Projectiles travel fast. Projectiles travel a certain distance per second but the collision is only tested so many times per second. As such the projectile is tested once on this side of the collision box of your object and the very next test is done on the other side - hence the engine nevers sees that it actually should have collided between the two points it tested.

One less than ideal solution is to make the collision box a bit bigger. Another is to have Torque check more often (but that will slow torque down, especially over a network). Or make the projectile collision box larger. Or a combination of all of them etc etc.

Hope that helps
#2
10/04/2006 (4:41 am)
I had this problem the other day. What version of Blender and what version of the exporter are you using?

I am using Blender 2.41 with the older exporter on Ubuntu, and this started happening. I just upgraded to the latest version of the exporter.

Hope this helps
#3
10/04/2006 (7:35 am)
Blender 2.42, and exporter 0.9

it couldn't be the size, my object is twice as large as the default orc character.
#4
10/04/2006 (2:26 pm)
In that case look at the naming of your collision box
#5
10/04/2006 (2:54 pm)
Didnt know it made a difference, whats it sposed to be named, i thought it was all about the names of the empty's
#6
10/04/2006 (7:06 pm)
I have never seen that problem before. Put up the blend and let people look at it.
#7
10/09/2006 (6:10 pm)
Hmm, i was reading around, and somewhere on the site it was saying the thing about collision meshes only being convex, and that if it has a dent, or is concave it will cause the effect of the player hitting it but not projectiles, but my collision mesh is a cube with its top 4 vertex's scaled down to form a almost pyramid.
#8
10/09/2006 (10:14 pm)
Have you included a Los (line of sight) collision shape and the according empty for the exporter?
#9
10/10/2006 (1:23 pm)
Nope, didnt have a clue it needed one or what it does or what to name the empty.

i cant seem to find it so... what is the "los" mesh sposed to be named, and its empty, and whats it even do?
#10
10/13/2006 (4:56 pm)
There isnt very much information about how todo all of this with blender, so if anyone knows what to name the empty for the "los" mesh, and what its linked to, and what it even does it would help alot.
#11
10/14/2006 (12:19 am)
Make a search at TDN and you will find what you need :)

http://tdn.garagegames.com/wiki/DTS/OldDoc/Introduction

Line of sight (Los) collision meshes are used for calculating collisions for projectiles (raycast). Emptys should be called
LOS-9 ... LOS-15, and meshes LOScol-9 ... LOS-col-15.