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TX3D - Calling out the DTS collision poly

by Jeff Huff · in Torque X 2D · 02/04/2008 (10:19 am) · 1 replies

Trying to figure out how the access the collision (Col-1) polygon that can be exported from 3ds max into the DTS file. Any ideas?

Thanks,
Jeff

#1
02/04/2008 (1:07 pm)
Actually, I think the collision polygons that known within the TGE(A) world don't really exist in Torque X. I think that the collision polygons are completely ignored as the shape is loaded, but I'll double-check on this. Instead, Torque X lets you specify either a shape primitive (such as a cube/sphere/cylinder) or another DTS shape as the collision surface. This 'other shape' could be the actual DTS shape used to render your 3D object (polysoup) or a lower-polygon, geometrically equivalent shape (more like the Col-1 meshes). It really is more flexible, but harder to get used to.

John K.