Weapons go through the character over all map
by Mquaker · in Torque Game Engine Advanced · 12/29/2006 (3:37 am) · 15 replies
Uding TSE engine, (EA version)
Weapons go through every object include character, building...etc..
what's wrong with it?
ex) weapons go through the building wall

It happens same with the other character
but the gun does not go through the terrain
Weapons go through every object include character, building...etc..
what's wrong with it?
ex) weapons go through the building wall
It happens same with the other character
but the gun does not go through the terrain
About the author
visit : http://www.quakedev.net
#2
12/29/2006 (8:46 am)
I had this same problem, I switch my 3d modeling software to LightRay3d and my problem went away. I think it has something to do with the way exports handle the bound and collision. I dont know if it will fix the problem for you.
#3
but, Fucifer, is there any other way than change software?
I complete 3d modeling already, it's little bit hard to change the software and do the whole 3d all over again.
12/29/2006 (6:53 pm)
Thanks guys.but, Fucifer, is there any other way than change software?
I complete 3d modeling already, it's little bit hard to change the software and do the whole 3d all over again.
#4
12/30/2006 (9:12 pm)
What 3d software are you using? You need collision boxes.
#5
12/31/2006 (6:58 am)
Yeah, Vashner hit it. You just need to add collision meshes to your weapon model.
#6
we are using 3D MAX
we already tried to add collision meshes to weapon model, but when we tried, weapon moved to backward
In 3rd person point of view, the weapon go through the character's back like someome stab the character with weapon.
In 1st person point of view, the weapon disappear in one's hand.
How can we solve this matter?
01/01/2007 (5:14 pm)
Adam, thank you for your commentswe are using 3D MAX
we already tried to add collision meshes to weapon model, but when we tried, weapon moved to backward
In 3rd person point of view, the weapon go through the character's back like someome stab the character with weapon.
In 1st person point of view, the weapon disappear in one's hand.
How can we solve this matter?
#7
01/01/2007 (5:16 pm)
Have you check it out in Showtool pro? You can use it to select just the collision mesh and see how it's working with your model etc.
#8
when we add collision box, weapone get close to the wall -> weapon does not go through the wall but move backward. Move backward the weapon itself without character -> In 3rd point of view, it looks like the weapon go through the character still.
any other Idea? we already done with the basic stab.
01/01/2007 (5:39 pm)
Vashner, as I said, we already tried everything you said.when we add collision box, weapone get close to the wall -> weapon does not go through the wall but move backward. Move backward the weapon itself without character -> In 3rd point of view, it looks like the weapon go through the character still.
any other Idea? we already done with the basic stab.
#9
01/01/2007 (5:48 pm)
I was using 3d max to, I could never get this solve with max. I found LightRay3d which very close to 3d max in creating models with. But I understand you stay with 3d max because it has a high price tag. I hope you can solve this and pass on the information.
#10
EDIT: I'm assuming it's Item::updatePos since there's no check to see if the item is mounted or not.
01/01/2007 (8:04 pm)
Sounds like there's some engine modification required to Item::updatePos so that any collisions when mounted effect the object to which it is mounted.EDIT: I'm assuming it's Item::updatePos since there's no check to see if the item is mounted or not.
#11
My suggestion would be to handle it like they did in one of those star trek games and have the weapon "ride up" basically, make it rotate upwards until it becomes vertical.
Or just dont go near a wall? :)
01/02/2007 (1:31 am)
What you need to do, is write some code to handle this situation. If simply moving the weapon backwards is causing "poke through" problems for you, you need to figure out how to handle it.My suggestion would be to handle it like they did in one of those star trek games and have the weapon "ride up" basically, make it rotate upwards until it becomes vertical.
Or just dont go near a wall? :)
#12
This will let you see what's happening to the boxes as the sequences play. Run all your sequences in wireframe mode as well to see if anything wierd is happening there too.
01/02/2007 (3:26 am)
So you put it in Showtool pro, selected bounding boxes then ran all your sequences?This will let you see what's happening to the boxes as the sequences play. Run all your sequences in wireframe mode as well to see if anything wierd is happening there too.
#13
I want to know if there are lots various ways to solve this problem.
Thanks~~
04/05/2007 (5:10 am)
The characters weapons still (hand) go through the structure we built in the game. I want to know if there are lots various ways to solve this problem.
Thanks~~
#14
04/05/2007 (2:55 pm)
What I did was to check for collisions to set the state and then play an animation ... he raises his arm w/ the weapon when he is "facing" too close to a wall or dts ... The code is in the Player::pickActionAnimation(). This is an example of the player walking into a .dif pole.
#15
our game is the same as this.
Of course, checked the collision boxes.
sample image 1.

2. the game like call of duty don't go through them.
sample image 2.

How can solve it?
I feel that it's not the error of collision boxes but engine's problem.
04/11/2007 (6:36 am)
1. torque game goes through the walls or objectsour game is the same as this.
Of course, checked the collision boxes.
sample image 1.

2. the game like call of duty don't go through them.
sample image 2.

How can solve it?
I feel that it's not the error of collision boxes but engine's problem.
Torque Owner Chris Byars
Ion Productions