Not a bug>1.7.0 Release polysoup bug...Kork Sticks
by Mike Rowley · in Torque Game Engine Advanced · 04/05/2008 (3:43 pm) · 6 replies
Where there is a junction in a polysoup object, the player will get stuck occasionally. Kork twitches when stuck.
Watch Kork twitch and see where he got stuck
Watch Kork twitch and see where he got stuck
#2

Funny I didn't get stuck there in eather of the betas tho.
Edit after getting the server boot.
I made this using csg subtraction to make the holes, then moved verts to get the shape I wanted. I'll remake it "properly" and see if that does the trick. (I could just put collision boxs around it too.)
04/05/2008 (4:04 pm)
It could be eather of 2 things going on. My weird polys, or they are too thin.
Funny I didn't get stuck there in eather of the betas tho.
Edit after getting the server boot.
I made this using csg subtraction to make the holes, then moved verts to get the shape I wanted. I'll remake it "properly" and see if that does the trick. (I could just put collision boxs around it too.)
#3
04/05/2008 (4:31 pm)
I'm confused--why are you using CSG to make a polysoup object? The whole purpose of polysoup is so you don't have to deal with the limitations of CSG :)
#4
That's simply a box, subdivided along the X and Y axis X6. The top steps Kork got stuck on are just thin whole boxes, and the stream ends are also boxes.
I placed the steps over the area between the pond and streams becouse of an ugly line between the 3 IFL blocks.
04/05/2008 (4:45 pm)
Simply becouse I'm not an artist and it was just plain easier than trying to move all those verts into the places I wanted them and I made a total mess of it, so I took the easy road and used csg. :-DThat's simply a box, subdivided along the X and Y axis X6. The top steps Kork got stuck on are just thin whole boxes, and the stream ends are also boxes.
I placed the steps over the area between the pond and streams becouse of an ugly line between the 3 IFL blocks.
#5
04/05/2008 (5:34 pm)
Ah, gotcha :)
#6
04/05/2008 (6:43 pm)
It's been remade using a set of collision boxes. Looks better and works great. :)
Associate Tom Spilman
Sickhead Games
Can you post a screenshot of the wireframe of the geometry involved?
Maybe look at the normals of the geometry... maybe you have a backfaced poly in this location?