Collision Brush Type?
by Dave Young · in Constructor · 08/24/2007 (7:37 am) · 8 replies
I've got a staircase. Movement on it is head jarring, and downward movement is no good either, but a ramp with the same incline has great movement and camera.
To solve the problem I hoped to use a ramp or plane as a collision brush, and theoretically the collision on the other structural brushes would get turned off because I have a collision brush present.
Yet I can't get the collision brush to collide. If I make a brush a collision brush, all collision in the dif is lost.
Any tips?
To solve the problem I hoped to use a ramp or plane as a collision brush, and theoretically the collision on the other structural brushes would get turned off because I have a collision brush present.
Yet I can't get the collision brush to collide. If I make a brush a collision brush, all collision in the dif is lost.
Any tips?
#2
08/24/2007 (7:08 pm)
Matt, I did try that actually, it shows up gray ingame, I will try as a structural brush and null.
#3
Thanks!
08/25/2007 (7:30 am)
OK, I did a simple test and made a few ramps with null and different brush types and tried all 3 exporters. The invisible collision took place using structural, collision, and vehicle collision using the native export to dif and legacy export to dif.Thanks!
#4
10/12/2007 (4:13 pm)
This actually doesnt appear to work now... with stock TGE 1.5.2 and constructor 1.0.3, all my exported collision brushes cause torque World Editor to crash upon loading a .DIF that has nothing but a collision brush and NULL texture. I thought perhaps it was my complex geometry (which is all convex--so it really should work fine, do you realize how hard it is to make an interior sphere) but I also tried building a single cube with nothing but NULL textures on it and this too crashes the World Editor.
#5
10/12/2007 (4:29 pm)
Hmmm.. this crash only happens if the resulting .DIF has nothing but NULL textured brushes in it. If you add one more brush with a texture on it, it no longer crashes the world editor. Going to play around with this more and see what I can figure out.
#6
10/16/2007 (8:21 am)
I use nulled out collision brushes to "invsi-ramp" all my stairs. One thing to be careful of when making your is if you have HSR on, make sure your stairs are detail not structural brushes. Otherwise they will not be rendered because they are "hidden" by the collision brush.
#7
Basically I have this stair and I put a collision brush with the NULL texture in it. Well, the exporter didn't like that so I made smaller ramps for each step. This worked until I added more ramps and then the collision disappeared again. It seemed like any collision brush that touched any other brush would cause the collision to go away. So I tried separating them from the rest of the geometry slightly but that didn't work either.
Now I don't know what to do except make a slope or have the player jump up the stairs (or make smaller but more steps).
11/24/2007 (6:45 am)
I have problems with this too. The collision brushes seem to remove all collision in my level.Basically I have this stair and I put a collision brush with the NULL texture in it. Well, the exporter didn't like that so I made smaller ramps for each step. This worked until I added more ramps and then the collision disappeared again. It seemed like any collision brush that touched any other brush would cause the collision to go away. So I tried separating them from the rest of the geometry slightly but that didn't work either.
Now I don't know what to do except make a slope or have the player jump up the stairs (or make smaller but more steps).
#8
Using the dif exporter I get them to work rather consistently. Generally I make the nulled out brush/ramp a collision brush and the brushes below the collision/ramp I make into detail brushes. This should work rather consistently. But please tell me you are not making spiral stairs. Because then its a whole new story and while it can be done, it doesn't have a happy ending.
12/04/2007 (10:22 pm)
Firstly, are you using the dif exporter or the map2dif exporter? Using the dif exporter I get them to work rather consistently. Generally I make the nulled out brush/ramp a collision brush and the brushes below the collision/ramp I make into detail brushes. This should work rather consistently. But please tell me you are not making spiral stairs. Because then its a whole new story and while it can be done, it doesn't have a happy ending.
Associate Matt Fairfax
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