Game Development Community

Does Torque really ignore player collision geometry?

by Highlander · in Torque Game Engine · 05/12/2007 (11:35 am) · 4 replies

I've got a model with a 'bounds' box around it in 3d studio max. When i bring it into the game, it doesnt seem to make any difference. The only thing that the crossbow seems to hit is the box defined by the line:

boundingBox = "1.2 1.2 2.3"

in server\scripts\player.cs

why?? I thought the point of the bounds and collision nodes in the 3d model file is to set the bounding box in the game?

#1
05/17/2007 (8:29 pm)
Up! Yes I'm wondering this myself. It is quite annoying though the fact that collision meshes on objects don't work well with Torque either. We're left with the bounding box crap and it's annoying it has to be defined on script. Thus, rescaling the model doesn't rescale the bounds.
#2
05/18/2007 (2:06 am)
As far as I know, with player objects, Torque ignores any collision boxes in the models and uses the bounding box you specify in the datablock. However, other objects use the collision boxes specified in the 3d model. So this is actually a Torque thing.

--Amr
#3
05/18/2007 (11:17 am)
Does Torque really ignore both the collision geometry (Col-1) AND the line of sight geometry (LOSCol-9) in 3d player files?

This is from the NEW TDN, Torque/DTS/Getting Started, Essential DTS Articles, DTS Node Listing

Col-#- Collision Geometry
"'Col' nodes are a geometric shape that is used to perform the collision test within Torque Game Engine"

LOSCol- Line of Sight Geometry
"Geometry for line of sight. Uses #9 through 15"
#4
05/18/2007 (11:25 am)
It only ignores them for player objects, which is why you have to specify the bounding box in the datablock. All other objects will use them.

--Amr