Game Development Community

Collada collision detection

by Katsuya T. · in Torque 3D Professional · 06/16/2009 (6:08 am) · 6 replies

Hi everyone,

this is my first post here so dont punish me to much ;p.

First of all i use blender and the actual DTS exporter (0.964) for testing and the model (in my case a tunnel)
is exported well and also imported well inside T3D (art/interior), only the texture is the Torque Warning one
and will not be saved in a other texture after using the material editor, but this is a other case and i think it is the Bug that others already reported.

Now i used the Collada exporter from blender and it also exported well without any warning (same model with same hirachy),
but if i import it from the art/interior it crashes T3D. But when i delete all the collision meshes inside of Collision-1 and also the Empty/Dummy Collision-1 it is importing the model correctly and (what a wonder) i can also update the texture from the material editor, but the collision are now not working. When i dont use poly soup the player is running through the model of course without any collision (why should he? there are no collision mashes), but when i use poly soup he is hanging almost on all parts of the tunnel.

Any idea what i do wrong?

Thanks.


#1
06/16/2009 (7:37 am)
Polysoup has a few issues with very dense meshes. From what I have experianced if you have too many polygons packed into an area of 0.1 units or smaller the collision system fails and will cause the player to stop dead in its tracks.

With that said the Undercity collada mesh uses polysoup and really doesnt have too many issues (there are a few but its doubtful you will notice them from a simple test). So just as long as you aren't exporting a thin "tube" like shape you should be ok for most collada useage. In most other cases, areas that stop the player can be easily fixed by an intelligent usage of quad shaped polygons (and no n-gons).
#2
06/16/2009 (7:56 am)
Thank you Logan, that was a point that i read on your Undercity Thread a few minutes ago.
That could really help ... i will try it out later and let you know.
The model is loaded into T3D real small, almost impossible to see and it have to scalled up to 500 so that the player can move into the tunnel.
#3
06/16/2009 (10:28 am)
Right now tested and works like you said Logan.
Is the problem with the material editor solved with Beta 3?
Or is there any workarround for now?
#4
06/16/2009 (11:04 am)
Wait, polysoup works with non-triangulated quads?
#5
06/16/2009 (11:24 am)
Yes,it works.
The polysoup also works with pentagons, hexagons......
It works with everything i've tested.
#6
06/17/2009 (3:07 am)
Yes it works with all but even if not the Blender Collada Exporter have the option
to export as triangulated quads.