Game Development Community

How to remove DIF collision?

by Jason Gossiaux · in Torque Game Engine · 02/18/2008 (8:47 am) · 3 replies

I was wondering how people have gone about implementing preview placement of buildings in RTS type games. I know how to "place" DIF buildings where I want in my game world. I'm even working on a resource to have it follow the mouse over the ground - but I need the DIF to be non collidable so it doesn't interfere with the world during placement. I was even considering using a globular DTS shape for the preview since I don't really need to be dragging the real DIF all over the place. Any thoughts or suggestions would be appreciated.

#1
02/18/2008 (9:16 am)
I don't know which program you use to create your .dif files but quark has a brush based entity called collision, that when used on your map makes only the brushes in that entity collide-able. It would be easy to set a brush a ways underneath your map as the collision and then you could walk right through the building.
#2
02/18/2008 (9:18 am)
Ahh I see. Thank you for the tip. I've tried Quark and Constructor without having decided on either, yet. I know the RTS kit claims to do all this for you, but seeing as how it would need to be ported, isn't supported by Garage games, and adds additional cost - I'd rather skip it for the moment.
#3
02/26/2008 (2:11 pm)
I was just asking the same thing, just a few hours ago, but before posting anything I managed to find this.

http://www.garagegames.com/mg/forums/result.thread.php?qt=25559

Its a little old, but with some modifications (placement of where the code goes) it still works just fine. and this way you wouldn't be compiling multiple DIFs for the same interior.