Game Development Community

StaticShape - help with visible mesh and decals

by Jules · in Torque 3D Professional · 07/12/2013 (9:25 am) · 10 replies

Is there a way that StaticShapes can use visible mesh and specific decals like TSStatics?

#1
07/16/2013 (3:43 am)
hmmm guess not without engine changes..
#2
07/16/2013 (7:42 am)
errr ... isn't that the other way around?

StaticShape = dynamic object
TSStatic = building
#3
07/16/2013 (8:00 am)
basically I have this...

Linky to image

3 damage states on the crash barriers and when you fire off a missile it uses the default decal for explosion. I could detect the Static Shape type to change the decal, that is one option, but it would be far easier to specify in an editor what the decal type is and to use visible mesh instead of the bounding box collision.

Instead I'll have to make sure that all artwork has the correct collision boxes. Just a time consuming process for dynamic objects. Unless you have a better idea ? :)

edit: meant detect the static shape, not explosion type
#4
07/16/2013 (8:05 am)
When the explosion decal is shown it doesn't show on the visible mesh, instead showing a blast over the entire bounding box.
#5
07/16/2013 (8:49 am)
I remember a conversation about this a couple years ago and it was decided at that point that it would be unwanted to have the visible mesh feature for the StaticShape class since those objects could be animated. It was determined that it would be best to create proper collision meshes for StaticShapes... I mostly agree with them.
#6
07/16/2013 (9:58 am)
thanks Micahel. I don't mind, just wanted to save my artist an extra job for something that doesn't require the animation. I think the confusion was that he thought they were just going to be TSStatics where visible mesh collision and decals could be specified.
#7
07/16/2013 (8:42 pm)
Quote:since those objects could be animated
But if you do animate collision meshes... aren't you left with the same problems as if you'd used a TSStatic-like visible collision system?
#8
07/16/2013 (9:52 pm)
I think the trick to animated colmeshes on StaticShape is to make the bounds box large enough to enclose the colmesh at any point in its animation. I think failure to do this was responsible for colmeshes getting "squashed" or something.
#9
07/17/2013 (6:25 am)
Oh, I thought Mike was referring to problems like a decal being created on the visible mesh, then the visible mesh animating away from the decal.
#10
07/17/2013 (9:23 pm)
You know, I think you're right - guess I should read the whole post....