Game Development Community

RESOLVED Forest Editor Collision - too much collision

by Steve Acaster · in Torque 3D Professional · 11/24/2009 (5:57 pm) · 7 replies

Previously I had mentioned a lack of collision prior to the first reupload of 1.1a - now I will complain about too much collision.

My custom tree models have collision meshes, though it appears that when placed as "forest" they become per poly collision, so rockets are exploding "roughly" around their whole shape, rather than going through the leaves.

Also turning collision off on a selected mesh type does not appear to be functioning.

RESOLVEC IN 1.1B2

#1
11/24/2009 (7:17 pm)
So your saying its ignoring your custom collision shape which is just around the trunk of your tree. Instead its building a full polysoup collision from the renderable mesh?

Correct?
#2
11/24/2009 (7:57 pm)
Yes, looks like polysoup - also appears on the stock tree, can't shoot through the leaves.
#3
11/24/2009 (8:24 pm)
I have also noticed occasionally running into a tree then suddenly im standing on top of it. the collision interface between the player, camera, forest object seems buggy. running into a tree shouldnt propel you above it. i will try and make a video demonstrating what i am talking about
#4
11/24/2009 (8:52 pm)

The player stepping on trees would further undermine the case for polysoup since the allowPlayerStep code that's in there to prevent the player scaling up the many small polys produced by polysoup collision only works with TSStatics.
#5
11/24/2009 (9:07 pm)
Actually after a bit of a play through ... I reckon it's a projectile issue.

Projectiles strike like it's polysoup, but the player has collision like it's the col-mesh.

On the stock tree model you can run through the lower leaves - but can't shoot through them.

If I take my colmeshes out of my custom trees, I can run through them, but they still stop projectiles.
#6
11/25/2009 (3:09 am)
Oh... ok i know what the problem is.

If you look in ForestItem::castRay() you can see that under time constraints to ship 1.1 alpha we hacked it to always do raycasts against the renderable geometry.

We'll fix this for 1.1 beta. If we have a fix sooner we'll post it here.

THREED-813
#7
02/22/2010 (3:33 pm)
Update, this has been fixed. Same as this one.