Game Development Community

Modeling Complex Structures

by Ilidrake · in Collada Test · 05/25/2009 (5:58 pm) · 5 replies

Any tips anyone can give here. Like maximum traingles allowed. Hierarchical linkage. Does it need to be the same as constructor? I love Collada but more information on setting up models would be great.

#1
05/25/2009 (10:23 pm)
Well could someone just tell me how I'm supposed to do collisions? Everytime I try it my character just gets stuck.
#2
05/26/2009 (9:44 am)
Ilidrake, please give us more of an explanation to help you.
- What application are you using for your models ?
- How are you trying to make the 'collision' where your model just gets stuck ?

afaik, there are some docs on the collada|torque pipe.
// some info:
Someone may be able to clarify this but a single mesh limitation is said to be around 9k to 10k triangles for dts. While the entire model can have a higher count, the model should be sectioned into under 10k/9k pieces. This is due to collada being auto-converted to dts and dts has these inherit limitations.
#3
05/26/2009 (1:57 pm)
The 10k DTS restriction PER MESH, is gone I do believe....
#4
05/28/2009 (3:11 pm)
I thought there weren't any restictions on poly count. I do know that polysoup is used for DAE collisions and that any poly surface smaller then 1 unit or something like that causes the polysoup to act up.
#5
06/02/2009 (4:06 pm)
Okay I made alot of advances in the last couple days. I modeled a complete room with an extreme polycount. I found my main problem was the axis when I copied an object. After some tests I fixed the problem and I'm in level design heaven.