Help with the collision
by Bolohan Razvan · in Torque 3D Beginner · 06/17/2013 (12:43 pm) · 8 replies
Hi
I need some help with the collision for this asset because it doesn't seem to be working as it should and only possible way is to set the collision type to a visible mesh and not the other way around
Here is the asset with the collision mesh made in blender:
https://docs.google.com/file/d/0BzSrGlMDeR0aTEs5elpwalI5blk/edit?usp=sharing
Thank You.
I need some help with the collision for this asset because it doesn't seem to be working as it should and only possible way is to set the collision type to a visible mesh and not the other way around
Here is the asset with the collision mesh made in blender:
https://docs.google.com/file/d/0BzSrGlMDeR0aTEs5elpwalI5blk/edit?usp=sharing
Thank You.
About the author
#2
Try this first.... Clean your DSOs and maybe your cashed .DTS
then restart T3D.
That might help
Ron
06/17/2013 (12:54 pm)
The .DAE works fine for me. Model structure seems ok... Try this first.... Clean your DSOs and maybe your cashed .DTS
then restart T3D.
That might help
Ron
#4
The bug appear when the engine is build with bullet lib
06/17/2013 (1:29 pm)
Yes i can confirm this is a bug in the dev src couse it is working fine in 3.0 release.The bug appear when the engine is build with bullet lib
#5
06/18/2013 (6:39 pm)
Double Post
#6
Is there Inventory System in T3D? Is it removed or modified or what?
Thanks
06/18/2013 (6:40 pm)
The PlayerData shapeFile does not need collision Box? Is collision for player mesh managed internally by T3D?Is there Inventory System in T3D? Is it removed or modified or what?
Thanks
#7
06/19/2013 (8:21 am)
You are correct, the engine manages collision for players internally, no collision box is required. In PlayerData you can adjust the dimensions of boundingBox, crouchBoundingBox and swimBoundingBox. These are the player's collision boxes. The data is defined as width, depth and height. There is an inventory system in the full template, have a look at ...scripts/server/inventory.cs
#8
06/19/2013 (4:50 pm)
Thank you .. . :-)
Associate Steve Acaster
[YorkshireRifles.com]
To be honest, "Collisiona-1", "Collisionb-1", etc should really be "Collision-1", "Collision-2", etc and the actual collision meshes should be "colBox-1", "colBox-2", etc if you're using box shapes for the mesh or "colMesh-1", "colMesh-2", etc if you're not using square/rectangle shapes.
Make sure that the collision meshes are single sided NOT double faces.
Also read up on the collision section in the "artist's section" of the documentation.
[edit]and Ron's in there fast :)