Game Development Community

Offcenter misshapen collision mesh problem.

by Jason Gossiaux · in Artist Corner · 03/25/2008 (10:06 pm) · 2 replies

Well I think I figured this out. Basically I was wondering why my collision mesh wasn't being used on my players and ai players. It turns out the player datablock has a boundingbox value that it uses instead of exported collision meshes. I was suprised how hard it was to find that out!

Anyhow, problem solved I guess.. out of curiosity if I export several collison meshes can I still use them to determine where raycasts hit? Say if I export a humanoid with 8 collision meshes (head, chest, back, etc) can I use them to determine hit location? Or does the boundingbox variable completely negate the existance of the collision mesh?

#1
03/26/2008 (7:12 am)
Raycast checks are made against "LOScol" objects. A type of 'collision' mesh. Name the geometry LOScol-[9+]. and it should export correctly to catch raycasts. They will appear in ShowToolPro, if present in the shape. These are what projectiles need to 'hit' something.

Player object code seems to disregard the all collision node data in the player shape...hit location already in the SDK codeBase, will take Source modifications to refine it. The hitbox percentages are in the Player datablock somewhere.
#2
03/26/2008 (4:21 pm)
I see, well that is interesting. Thanks for confirming this.