TGEA 1.8.1 - Polysoup bug
by Gareth Fouche · in Torque Game Engine Advanced · 02/18/2009 (12:30 pm) · 11 replies
I've encountered the same bug with polysoup models I saw in 1.7, sadly.
Basically, I created a few platform pieces with the intention of putting them together like lego to create larger structures. Each piece has a "skirting", a raised area allowing you to slightly embed each shape in the next, hiding seams.
But it seems when I cross from one to the other I fall through the second, as if it had no collision enabled.
Some pics :



(AlexS, I've fired you off a mail with the assets to test.)
Basically, I created a few platform pieces with the intention of putting them together like lego to create larger structures. Each piece has a "skirting", a raised area allowing you to slightly embed each shape in the next, hiding seams.
But it seems when I cross from one to the other I fall through the second, as if it had no collision enabled.
Some pics :



(AlexS, I've fired you off a mail with the assets to test.)
#2
@Brian: afaik polysoup won't worry about anything but your shape
02/27/2009 (6:45 am)
Excellent catch! I saw this one as well, but for some reason I thought it was due to rotation... @Brian: afaik polysoup won't worry about anything but your shape
#3
08/23/2009 (3:14 am)
Has there ever been a fix for this?
#4
I am doing a similar thing as Gareth and have created several peices of a star base interior with the intention of building the base up with 'lego' blocks.
Plus i was doing a set of underground pieces for Fantasci with the intention of using polysoup but ran into this problem in both cases.
In the end i build the one star base interior as a whole piece then enabled polysoup in tgea , worked like a charm that way. And the Fantasci stuff i switched them into diff format.
i would rather use polysoup though to be honest, because i can get a hole different level of detail on them than i can if i work in constructor or something like it (not very good with those programs)
09/05/2009 (10:37 pm)
it would be interesting to know if there has been a fix for this. I am doing a similar thing as Gareth and have created several peices of a star base interior with the intention of building the base up with 'lego' blocks.
Plus i was doing a set of underground pieces for Fantasci with the intention of using polysoup but ran into this problem in both cases.
In the end i build the one star base interior as a whole piece then enabled polysoup in tgea , worked like a charm that way. And the Fantasci stuff i switched them into diff format.
i would rather use polysoup though to be honest, because i can get a hole different level of detail on them than i can if i work in constructor or something like it (not very good with those programs)
#5
09/06/2009 (2:42 am)
This seems like a pretty serious issue... any word from GG?
#6
TGEA = in the trash bin.
// Suggestions I have read:
1. You can rework your geometry until it works..but I find that a tad crazy and not infallible.
2. ..& the all too famous suggestion "upgrade to T3D".
09/06/2009 (6:01 am)
From what I have read..this has been discussed in multiple threads. No fixes and no one cares besides those that need a fix. TGEA = in the trash bin.
// Suggestions I have read:
1. You can rework your geometry until it works..but I find that a tad crazy and not infallible.
2. ..& the all too famous suggestion "upgrade to T3D".
#7
You could always make collision boxes for those objects. At least that works properly.
09/06/2009 (6:39 am)
There is a problem with the poly soup integration where if 2 bounding boxes overlap, you get that problem, and serious lag. Someone looked into fixing it once, but I don't know if they ever did.You could always make collision boxes for those objects. At least that works properly.
#8
eb - I was hoping that wasn't the answer, but expected it to be :P.
09/06/2009 (12:45 pm)
That was what I figured... I doubt most shapes will need poly soup, if you can just use the normal ShapeBase collision mesh system. That might have to be what I go with when I upgrade.eb - I was hoping that wasn't the answer, but expected it to be :P.
#10
Sample Screenshot
09/14/2010 (2:21 pm)
I have the same problem, when I add a horizontal and a vertical edge to the top side polygon, problem solved. It may be helpful for debug.Sample Screenshot
#11
09/14/2010 (7:25 pm)
um, not really buddy..but good luck to you with that.
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