Vehicles do not have collision
by DreamPharaoh · in Technical Issues · 07/17/2012 (7:31 pm) · 6 replies
I have made a physX based game and when I imported the vehicles from the FPS Demo, my character does not recognize a collision with it and runs right through the cheetah or the other car. Only when I am in edit mode and select/grab the vehicle and slam it into the player character does it mount.
After this I go into the game mode and the camera perspective seems to be mounted on the bottom of the vehicle. Although still fun, it is a bug that I need help on as I believe it is the reason I am having issues with Staticshapedata objects being built with TSShapeConstructer not rendering the collision meshes.
BTW this issue will be the pinnacle issue to determine if Torque is a viable engine for us. I do not mean any harm, but we are now at a complexity level that if Torque can not handle the most simplistic of issues in regards to why an engine is built in the first place (AKA collisions), then another engine will be implemented.
After this I go into the game mode and the camera perspective seems to be mounted on the bottom of the vehicle. Although still fun, it is a bug that I need help on as I believe it is the reason I am having issues with Staticshapedata objects being built with TSShapeConstructer not rendering the collision meshes.
BTW this issue will be the pinnacle issue to determine if Torque is a viable engine for us. I do not mean any harm, but we are now at a complexity level that if Torque can not handle the most simplistic of issues in regards to why an engine is built in the first place (AKA collisions), then another engine will be implemented.
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#2
The camera viewpoint problem is related to the position of the camera/eye node which is an art issue.
07/17/2012 (11:14 pm)
Instead of using the onCollision() callback to mount the player to a collided with vehicle, which will fail when using PhysX, try shooting a raycast with a keybind (a "use" button) and if a vehicle is within range, then mount the player to the "found" vehicle.The camera viewpoint problem is related to the position of the camera/eye node which is an art issue.
#3
This is the issue, how is it that I have rigid shapes, item data, physX, AI, and animated objects all at one time without issue that when I dare add a little complexity to an object, making it animated with (hopefully one day) collision, it fails?
07/17/2012 (11:30 pm)
@Michael Hall: these are the vehicles provided by torque and so not an art issue on my end. This is the issue, how is it that I have rigid shapes, item data, physX, AI, and animated objects all at one time without issue that when I dare add a little complexity to an object, making it animated with (hopefully one day) collision, it fails?
#4
Having rigid shapes, items, AIs, animated objects, etc., interacting together is very much possible, however there is a learning curve involved.
07/17/2012 (11:54 pm)
Simply adjust the eye or camera node position within the asset -- you can even do this with the Shape Editor. There are also camera offset adjustments that can be made within script and/or the vehicle datablock. Those are art related solutions to the issue as described. Having rigid shapes, items, AIs, animated objects, etc., interacting together is very much possible, however there is a learning curve involved.
#5
All of this is important for there to be any real work on the airships that are beings made. I will keep hacking at it, but any suggestions would be helpful. As of now all I can use Torque for is rendering scenes(Torque is the all around best in this area), and for an actual game it will need to be created through another engine. I have no choice at this point as much as it pains me it is just too difficult to get the most simplistic of things working, I couldn't imagine what it would be like trying to script and form a game if it were to get complex.
07/19/2012 (6:44 pm)
@Micheal Hall: I adjusted the eye like you said as it was near the floor of the car and it worked. Thank you for your help. I still do not have collision on anything scripted no matter what I do. I tested the FPS version and the vehicle loads with the correct collisions. In my game the same vehicle lists errors in creating the collision meshes. All of this is important for there to be any real work on the airships that are beings made. I will keep hacking at it, but any suggestions would be helpful. As of now all I can use Torque for is rendering scenes(Torque is the all around best in this area), and for an actual game it will need to be created through another engine. I have no choice at this point as much as it pains me it is just too difficult to get the most simplistic of things working, I couldn't imagine what it would be like trying to script and form a game if it were to get complex.
#6
07/20/2012 (5:13 pm)
[quote=ScottBurns]It's not a bug, the PhysX integration doesn't currently support vehicles colliding with PhysX Actors.[/quote]
Associate Scott Burns
GG Alumni