Collisions not working in GameOne
by Aaron Winborn · in Technical Issues · 01/12/2007 (6:29 am) · 2 replies
Using the Getting Started guide with Torque 1.5 on Windows XP.
I'm trying to get GameOne working, and have nearly all of it working. (Had a problem with the mouse, and found another post that said to put -- noCursor = "1"; -- at the end of C:\Torque\SDK\example\GameOne\client\ui\playGui.ui in case anyone else has that problem.)
However, I'm not able to get collisions with the logoitem working. Reading the console log (after lots of failed experimentation), I get the following warning, which is probably related. Anyone know what I might be doing wrong?
Compiling GameOne/server/logoitem.cs...
Loading compiled script GameOne/server/logoitem.cs.
Warning: shape GameOne/data/shapes/3dtorquelogo/torque_logo.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Thanks,
Aaron Winborn
I'm trying to get GameOne working, and have nearly all of it working. (Had a problem with the mouse, and found another post that said to put -- noCursor = "1"; -- at the end of C:\Torque\SDK\example\GameOne\client\ui\playGui.ui in case anyone else has that problem.)
However, I'm not able to get collisions with the logoitem working. Reading the console log (after lots of failed experimentation), I get the following warning, which is probably related. Anyone know what I might be doing wrong?
Compiling GameOne/server/logoitem.cs...
Loading compiled script GameOne/server/logoitem.cs.
Warning: shape GameOne/data/shapes/3dtorquelogo/torque_logo.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Thanks,
Aaron Winborn
#2
11/29/2007 (9:52 pm)
Hey guys if you are using Max then your models should be enclosed with a 16 sided Sphere. Once you have that then create a cube and rename it "Bounds". Make sure it encloses the model but is inside the sphere. Next open your exporter up and select your actual model. Now hit the re-number selection button and that will bring up a pop up window and enter the number 2. Now at the exporter hit the embedd shape button. Next clone your model and rename it col-1. Next you will go to the select by name button in max(next to regular select button) and bring up the list. Select one of the detail markers. Now clone it and rename it collision-1. Now save your file in Max... just to be safe... and now go to exporter and press export whole shape. Save in your Torque directory. Make sure your texture file for the model is there before you run torque or your model will come in all grey. Hope this helps.... DL out
Ted McClung
And besides, if there's a collision frame that encompasses all the other collision frames, how would the game handle complex collision frames?
Assistance would be much appreciated.