Game Development Community

Model help

by Nick Voloro · in General Discussion · 05/02/2008 (1:49 pm) · 15 replies

Hello, I am having some trouble with models in torque. I am currently using blender and I made this tollbooth model with a roof over it but mostly open. When I convert it into the dts format and bring it into torque. There is like some invisible force making it so I can't go under the roof. What is causing this. Is there some other special format I have to convert it to? Thanks.

#1
05/02/2008 (2:24 pm)
Have you checked what your collison mesh looks like? Try toggling the polysoup property in the mission editor and walk under the roof. Should work fine.

Torque uses custom collision meshes by default, i.e. the player/model collision won't be based on the actual mesh geometry of your model but rather on the geometry of your collision mesh. If that's just a bounding box, for example, you could not walk "into" the mesh.

The docs for the blender exporter show you how to set up collision meshes.
#2
05/02/2008 (2:56 pm)
What is the polysoup property?
#3
05/02/2008 (3:02 pm)
It will use the mesh for collision rather than a bounding box. It is a more expensive collision call if you have a high-poly object.
#4
05/02/2008 (8:24 pm)
Sorry, should have lost a few more words here.

The "polysoup property" is this:

i30.tinypic.com/2uyt4rl.png
Select your model in the mission editor and toggle this property on in the world editor inspector.

Note, however, that just using polysoup collision for everything is usually not the best option.

The alternative is to create a proper collision mesh for your tollbooth in Blender and then re-export.

Be aware that collision meshes must be convex.
#5
05/02/2008 (8:58 pm)
The polysoup flag is only there in TGEA 1.7.

Before polysoup, one would need to create multiple collision meshes withing the modeling application.
#6
05/03/2008 (6:39 am)
Thats my problem, I have tge.
#7
05/03/2008 (11:08 am)
I'm quite sure the problem is not caused by
collision meshes because we tested it with a collision mesh which
didn't have any polygons on that roof part.

If I understood right that Polysoup property is NOT a must if I want
to make a complex collision mesh with .DTS format and because the
collision mesh is good it should work now without any problems.

What do you mean with "Be aware that collision meshes must be
convex."?
#8
05/03/2008 (12:33 pm)
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#9
05/05/2008 (7:03 am)
If you have a large number of collision boxes around the various pieces of your mesh that you want the player to collide with, then...no, the polysoup stuff is not a priority. The vast majority of games out there use some semblance of collision meshes/boxes, though some have pushed the envelope in terms of mesh interaction (Assassin's Creed comes to mind right off-hand) while most (for example, Devil May Cry 4) utilize simple meshes/box or cylinder collision hulls for much of their level geometry.
#10
05/05/2008 (12:56 pm)
Here is the model. Could you tell me what is wrong with it? Thanks.

nasse.alumni-link.net/blend/paybox.blend <---------- Download link
#11
05/05/2008 (1:15 pm)
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#12
05/05/2008 (1:21 pm)
May be a problem with prior versions of the Blender DTS exporter. I've exported it with 0.95 and get the same problem that Nick has. The player collides with the LOSCollision box.
#13
05/05/2008 (1:26 pm)
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#14
05/05/2008 (1:35 pm)
I was using the 0.96 version and didn't see the problem. People were joining my game and playing king of the booth and fragging my poor Kork.
#15
05/05/2008 (1:37 pm)
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