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Environment models and collision geometry

by Emre Akpolat · in Artist Corner · 05/07/2009 (2:56 pm) · 5 replies

Hi! I am trying to export some environment models which have their own , simplified, collision geometry.

Now here's the workflow:

Model in Silo > export to houdini as .obj > export as .dts > use in constructor and export as .dif > use in mission editor

I tried adding a cube(made of triangles of course) around the model and assign it to a separate detail level in Houdini and mark that detail level as Collision. That didn't do the trick. I tried assigning a DTS material to the collision geometry but that didn't help either. Now I see that there is an option called "polysoup" which makes use of the visual geometry as collision geometry.

So, I am quite unsure at which program/stage I should add the collision geometry and just as important: how?

note: I read the Houdini documentation already.

#1
05/07/2009 (4:39 pm)
From what I remember of Constructor you can't bring a DTS into Constructor and export as a DIF. You bring a DTS in as reference only, like Kork to test the scaling of your object. Your DIF you take into the mission editor would be blank.If all you have in Constructor is an imported DTS, that is your problem. Add a block, export and all you should see in the mission editor is the block you added.
#2
05/07/2009 (4:52 pm)
With your own collision geometry, you don't need to export as a dif. Just leave it as a dts. Make sure to name your collision mesh as Collision-1 for it to work in torque.
#3
05/07/2009 (5:06 pm)
@Emre: you didn't say which engine you're trying to use. If polysoup sounds like an option you would want to use, then you would need to be using TGEa. You should also be aware that the embedded .dts feature will only work in certain versions of TGE/TGEa.

You can embed a dts into a scene in Constructor, but you also have to have at least one brush in order for it to work. This will only work with the "Export To DIF" option and in TGE 1.5+ (will work in TGEa also). The embedded object itself still needs to have some sort of collision detailed for it in order for the final exported .dif to have collision in regards to the embedded .dts -- so you might be better off just using a simple mesh with collision on it's own.

The one necessary brush can be hidden, but it will still cast a shadow, so I usually use this feature to place .dts props inside a room (ie: furniture in a house).

@Randy: load up the "Barebones" mission (TGE/starter.fps or TGEa/Stronghold). The object with the pipes, valve, partial wall & floor is an example of using the embedded .dts feature.
#4
05/07/2009 (5:20 pm)
@Michael,

You know it didn't dawn on me, but I created a dif with dts and exported before I posted. I forgot about the embeded DTS, I never used it, but I was also importing into T3D not TEGA....

@Emre

I go straight from Houdini to DTS and use polysoup. No issues so far if you plan to use TGEA like Michael mentioned.
#5
05/10/2009 (10:40 am)
Thanks for the suggestions, I am using Randy's method now and it works well.