Player Bouding Box - seeing through walls
by Paul Teall · in Artist Corner · 06/14/2007 (11:17 am) · 8 replies
Hey all - I've seen a few other similar posts, but nothing that covers this directly. I've got a character who's about 75% the size of the default orc. I adjusted the bounding box size in the .cs file for the character, and it behaves fairly well in most instances (he's no longer levitating on ledges). One problem - if I run directly into a wall, I can see right through to the outside. Anyone else had a similar problem? I adjusted to:
boundingBox = "0.8 0.8 2.0";
Thanks for any help!
boundingBox = "0.8 0.8 2.0";
Thanks for any help!
About the author
#2
06/14/2007 (11:36 am)
Thanks for the info, I'll give that a shot.
#3
I have tried adjusting 'boundingBox = "..." but it only seems to resize the bounding box. The bounding box AND player seem to float in mid-air -- especially (as you say) when they are on ledges or areas with a change in elevation. Any help would be much appreciated, thanks!
07/03/2007 (12:40 pm)
How did you get your character to stop levitating on ledges?I have tried adjusting 'boundingBox = "..." but it only seems to resize the bounding box. The bounding box AND player seem to float in mid-air -- especially (as you say) when they are on ledges or areas with a change in elevation. Any help would be much appreciated, thanks!
#4
Logan
07/03/2007 (2:07 pm)
The most common cause of this can happen when the position of the Bounds shape when you create the DTS isnt cetered the the object. This is an issue because the engine uses this position to grow the collision bounding box, as such if your Bounds pivot is offset a bit you can create some interesting effects where hit detection and collision testing don't work as you would expect (ie. clipping through walls).Logan
#5
07/09/2007 (7:42 am)
By shrinking the x/y coordinates of the bounding box, I have the player CLOSE to the terrain. However, as always, the foot farthest away from the slope floats quite a bit. I don't think there is a way around this without creating separate animations. Thanks for the help!
#6
Logan
07/09/2007 (9:09 am)
Well there is a way to make the player conform to match the angle of the normal that it is on. But it can look a little wierd if you dont tweak some of the climbing values for slopes and such.Logan
#7
07/09/2007 (9:13 am)
Go to www.smdlabs.com they have tutorials on how to rig and set up a character for TGE.
#8
07/10/2007 (5:22 am)
There was a game for the XBox that had the player's feet/legs bend as needed along the terrain and other angled objects. I've been wondering how to do that for a while. Looked pretty nice!
Torque 3D Owner Sean H.