PolySoup for ALL collision??
by GI_JOEJK · in Artist Corner · 10/13/2008 (12:39 am) · 11 replies
I was wondering, can I use Polysoup for all of my buildings/structure models? Or would this be overkill?
Here are a few of my models (in a different engine Btw)
http://www.dpl-media.com/images/long_house.jpg
http://www.dpl-media.com/images/mansion.jpg
http://www.dpl-media.com/images/boarding_school.jpg
http://www.dpl-media.com/images/house004.jpg
http://www.dpl-media.com/images/grainery001.jpg
Also, they do not have any interiors, just exteriors.
Thanks
Here are a few of my models (in a different engine Btw)
http://www.dpl-media.com/images/long_house.jpg
http://www.dpl-media.com/images/mansion.jpg
http://www.dpl-media.com/images/boarding_school.jpg
http://www.dpl-media.com/images/house004.jpg
http://www.dpl-media.com/images/grainery001.jpg
Also, they do not have any interiors, just exteriors.
Thanks
About the author
#2
10/13/2008 (6:52 am)
Use collision meshes, works just fine. I don't really see the benefit from using accurate/expensive collision - especially if some of the models are likely to be close to each other and polysoup won't like that.
#3
I plan to use some models like this, and the player will have to walk upon them. If this does not work as it should, would having the exact same geometry as a collision box in the dts object help? (I'm talking 200-300 polys here, so nothing really complicated, though they do have both concave and convex parts.)
10/13/2008 (7:21 am)
What are the consequences of having objects with polysoup collision on intersect? I plan to use some models like this, and the player will have to walk upon them. If this does not work as it should, would having the exact same geometry as a collision box in the dts object help? (I'm talking 200-300 polys here, so nothing really complicated, though they do have both concave and convex parts.)
#4
I have 200+ models that need collision made. So I was wondering if Polysoup could expedite this process.
None of the buildings will intersect, though the walls and fences that connect them will. Btw, how does Polysoup act with regular collision? Would I have any problems here??
10/13/2008 (10:14 am)
@ ApparatusI have 200+ models that need collision made. So I was wondering if Polysoup could expedite this process.
None of the buildings will intersect, though the walls and fences that connect them will. Btw, how does Polysoup act with regular collision? Would I have any problems here??
#5
10/13/2008 (10:52 am)
Well, if you want performance you ought to keep the collision calculation as low as possible.
#6
10/13/2008 (12:15 pm)
I wonder if there is a constant collision when two stationary objects are colliding. Maybe things could be made faster by checking velocities before checking collision...
#7
10/13/2008 (4:56 pm)
What happens when 2 polysoup objects are "close", (not necessarily touching) you will get horrendous lag when you look at those objects. I tend to use collision boxes for things that don't need complicated collisions. For the fence...I'd use a box. For my buildings that people won't get on the roof of, I use a collision box around the parimeter and floor. Otherwise, I use polysoup. It will depend on your buildings and how you want to place them. My biggest suggestion is to use polysoup as spareingly as possible. It's great, but with a lot of polysoup objects in your game, playability may lag.
#8
Would I have to place a box collision over a window or door, in order to see glass or wood shatter FX? I want all statics to give of these kinds of FX when shot at.
Also, can someone point me to a tutorial for adding FX tagging to collision?
Thanks
10/13/2008 (5:13 pm)
Speaking of collision;Would I have to place a box collision over a window or door, in order to see glass or wood shatter FX? I want all statics to give of these kinds of FX when shot at.
Also, can someone point me to a tutorial for adding FX tagging to collision?
Thanks
#9
And that's not something you can do in torque by importing the dts model and add a 'tag' to it. It requires a bit more than that. Even simple box collision needs action from you at modeling time. Only dif/interiors have collision 'out of the box'.
If you are planning to add 200 plus models in your mission / level, LOD is something you should also look at.
10/13/2008 (6:35 pm)
Depends on what you mean by FX tagging; if you want debris and sound on collision and / or breakable stuff, check the Kaboom pack features. And that's not something you can do in torque by importing the dts model and add a 'tag' to it. It requires a bit more than that. Even simple box collision needs action from you at modeling time. Only dif/interiors have collision 'out of the box'.
If you are planning to add 200 plus models in your mission / level, LOD is something you should also look at.
#10
Yup, already modeled the LODs. I have three LODs per static. Most of my statics are around 500 to 1200 polygons (mostly around 500)
Thanks for that link.
10/13/2008 (9:38 pm)
@ ApparatusYup, already modeled the LODs. I have three LODs per static. Most of my statics are around 500 to 1200 polygons (mostly around 500)
Thanks for that link.
#11
That's all controlled in script when the projectile impacts a shape and invokes a script callback and/or causes damage. The Kaboom scripts do that, and more -- I call it damageFX.
10/13/2008 (10:08 pm)
Quote:Would I have to place a box collision over a window or door, in order to see glass or wood shatter FX? I want all statics to give of these kinds of FX when shot at.
That's all controlled in script when the projectile impacts a shape and invokes a script callback and/or causes damage. The Kaboom scripts do that, and more -- I call it damageFX.
Torque Owner Mike Rowley
Mike Rowley