T3d SDK R1 big2---COLLADA can't support collision.....
by Szzg007 · in Torque 3D Professional · 09/29/2009 (11:12 pm) · 6 replies
COLLADA can't support the collision.
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#2
09/29/2009 (11:39 pm)
OH....THANKS....I to try...
#3
10/08/2009 (5:42 pm)
I see this example in Burg. Are these collison meshes for collada models simply copies of the originals with Collision added to the front of their names? How does it work with collada characters?
#4
So no problem with collada characters
10/08/2009 (9:24 pm)
Characters don't have polygon based collision. They use bounding sphere insteadSo no problem with collada characters
#5
Changing the "Col" to "Collision" did the job , but the player project its shadow over the invisible collision mesh (Basic Lighting),not the render mesh.
This bug should be fixed.
I can't believe no one at GG (and me too) tested the dynamic shadow over staticshapes so far.
10/15/2009 (10:24 am)
Changing the "Col" to "Collision" did the job , but the player project its shadow over the invisible collision mesh (Basic Lighting),not the render mesh.
This bug should be fixed.
I can't believe no one at GG (and me too) tested the dynamic shadow over staticshapes so far.
#6
decalManager.cpp
find:
10/16/2009 (9:11 am)
FIXED:decalManager.cpp
find:
getContainer()->buildPolyList( box, decalData->clippingMasks, &clipper );replace with:
getContainer()->buildRenderedPolyList( box, decalData->clippingMasks, &clipper );
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to
if ( dStrStartsWith(meshNames[iMesh], "Collision") || dStrStartsWith(meshNames[iMesh], "Col") )and it should fix this problem.
Alternatively, you could just name your collision mesh "Collision" and it should work (you can see it working in Burg).
This is already fixed in 1.1.