T3d Beta 1 Bug - Weapon Goes through terrain
by Aldavidson · in Torque 3D Professional · 05/10/2009 (11:06 am) · 17 replies
It appears on intial inspection that the players gun is not included in the players bounding box (or collision mesh), so things like this happen, where the gun clips through alot of the models in the maps, and the terrain! And it doesnt look particularly nice. Any chance of a fix on this?
(these pictures where taken, whilst been as far up against the object as possible)



Also whats the news on that bug where the view model disappears on certain angles?
(these pictures where taken, whilst been as far up against the object as possible)



Also whats the news on that bug where the view model disappears on certain angles?
#2
well if its been in every previous version of torque, nows the time to eradicate it!:D
05/10/2009 (1:25 pm)
yeah i noticed, its ridicuosly big! well if its been in every previous version of torque, nows the time to eradicate it!:D
#3
05/10/2009 (1:39 pm)
The Combat Starter Kit had a unique work-around for it, but a side effect of their solution was that it allowed you to see into and through Interiors & objects. It was also unfortunate that when looking through a wall with a small weapon mounted it caused you fall into and through the object and then through the terrain.
#4
05/10/2009 (1:43 pm)
thats incredibly annoying, iv seen other engines where this does not happen, how do they acheive it =S do they extend the bounding box around the player + the weapon, rather than just the player (this is an assumption).
#5
05/10/2009 (1:53 pm)
..or don't clip the mounted weapon in 1st person when you render.
#6
05/10/2009 (1:56 pm)
what a good idea Andreas, but how simple is that to implement? if it where surely somebody would have done it by now =]
#7
05/11/2009 (2:06 am)
Would probably look strange either way. Will try and look into this tonight and post my findings here.
#8
05/11/2009 (2:11 am)
well it will look better than what we currently have for sure! How comes nobody @ GG has gotten round to fixing this? it seems like a pretty essential flaw =[
#9
This is a setup issue
If your character can walk that far up to the object (-> collision sphere) / bend down that much (break himself appart), its really your fault.
if you don't care about physical correctness, there is naturally always the possibility to set the object to always render on top by putting it in the corresponding render queue.
But otherwise you would give the weapon its own capsule collider and prevent it from penetrating objects.
05/11/2009 (2:29 am)
This is no engine bugThis is a setup issue
If your character can walk that far up to the object (-> collision sphere) / bend down that much (break himself appart), its really your fault.
if you don't care about physical correctness, there is naturally always the possibility to set the object to always render on top by putting it in the corresponding render queue.
But otherwise you would give the weapon its own capsule collider and prevent it from penetrating objects.
#10
I do agree on it not being an engine bug however, but more of an implementation specific thing.
05/11/2009 (2:34 am)
Having physics (collision) on mounted weapons isn't that of a great idea always, especially in an FPS. Think about a player turning around real fast and having a weapon mounted with collision. Resolving that collision in a reasonable way could have hilarious consequences.I do agree on it not being an engine bug however, but more of an implementation specific thing.
#11
So if we have a large rifle like the sniper rifle in the demo, it would extend our collision sphere so that we cant poke our gun through walls?
Does that sound like a reasonable allround solution? it would make it look physicly correct, and *shouldnt* have a detrimental effect on performance? what do you guys think?
05/11/2009 (2:40 am)
can we change the collision sphere (is it a sphere or a box?) of an object(player) at run time? if so, is it not possible that we can extend the collision sphere of a player to include his weapon when he switches to it?So if we have a large rifle like the sniper rifle in the demo, it would extend our collision sphere so that we cant poke our gun through walls?
Does that sound like a reasonable allround solution? it would make it look physicly correct, and *shouldnt* have a detrimental effect on performance? what do you guys think?
#12
Doing it that way would mean you'd have a huge hitbox on the players for other to hit with their weapons, so you'd probably want to handle collision testing differently for projectiles (which I'm not sure if Torque has support for atm, but should be done anyways).
05/11/2009 (2:54 am)
I think it's a box, and you can change it on runtime (at least I've done it in previous Torque versions with some modifications to the engine).Doing it that way would mean you'd have a huge hitbox on the players for other to hit with their weapons, so you'd probably want to handle collision testing differently for projectiles (which I'm not sure if Torque has support for atm, but should be done anyways).
#13
The hitbox, should be a dumbed down skeletel group of boxes based off of your players skeleton. And the collision mesh/sphere should be entirely seperate used to handle bumping against objects and physical interactions, no?
They must be 2 seperate things? however i am very very new to the torque scene.... so dont slay me if im wrong.
05/11/2009 (3:01 am)
Torque cant use the collision sphere for projectile hit detection surely? that would be insanely inacurate......The hitbox, should be a dumbed down skeletel group of boxes based off of your players skeleton. And the collision mesh/sphere should be entirely seperate used to handle bumping against objects and physical interactions, no?
They must be 2 seperate things? however i am very very new to the torque scene.... so dont slay me if im wrong.
#14
05/11/2009 (3:03 am)
I honestly don't remember at the moment, but I seem to remember at least older versions doing that, and I haven't seen anything about changes to this in T3D. Please correct me if I'm wrong here!
#15
If the hitboxes and collision meshes are seperate then the solution outlined in post#11 should work, and should be an engine feature as it effects most if not all game genres.
If they are the same (god forbid) then it will require serious rethinking. And you cant have that sort of hit detection in a mordern engine! Accuracy is a critical component of any game!
Edit: A thread worth looking at, that is similair to this todo with the hitbox/collision system located here: www.garagegames.com/community/forums/viewthread/91463
05/11/2009 (3:09 am)
Would be nice to have some input from GG here.If the hitboxes and collision meshes are seperate then the solution outlined in post#11 should work, and should be an engine feature as it effects most if not all game genres.
If they are the same (god forbid) then it will require serious rethinking. And you cant have that sort of hit detection in a mordern engine! Accuracy is a critical component of any game!
Edit: A thread worth looking at, that is similair to this todo with the hitbox/collision system located here: www.garagegames.com/community/forums/viewthread/91463
#16
Actually the Muzzlepoint will do the same thing in code if its exported with the weapon model. Basicly it acts as a simple collision detection and will push the mounted image back into the camera a bit (the hope of course being that its enough that it goes into the players collision box far enough you don't get a nasty clip).
05/11/2009 (9:03 am)
Quote:It looks like there's a thing called a pushback node
Actually the Muzzlepoint will do the same thing in code if its exported with the weapon model. Basicly it acts as a simple collision detection and will push the mounted image back into the camera a bit (the hope of course being that its enough that it goes into the players collision box far enough you don't get a nasty clip).
#17
Could we see a working example of this?
05/11/2009 (9:07 am)
I take it then that the weapon models that where included in the FPS kit dont have this node on them then? as it happens to all the weapons?Could we see a working example of this?
Associate Michael Hall
Distracted...
Have you noticed that the rifle is about the scale of a punt gun? Freaking huge it is ;)