thunder Posted October 19, 2015 Share Posted October 19, 2015 how do you create collison boxes on more advanced models like houses, enetrable boats like the one I've attached? like this Quote Link to comment Share on other sites More sharing options...
Janders Posted October 19, 2015 Share Posted October 19, 2015 I still didn't look at it in deep, but for Torque I think you have to model the shape manually on your 3D modeling program. Like LODs Quote Link to comment Share on other sites More sharing options...
thunder Posted October 19, 2015 Author Share Posted October 19, 2015 ok..., do they need to have a special name to work? Quote Link to comment Share on other sites More sharing options...
Steve_Yorkshire Posted October 19, 2015 Share Posted October 19, 2015 It's best to create convex collision boxes for non-player models. Multiple convex collision boxes are needed for vehicles. In editor you can choose the type of collision, like "collision mesh" for you collision boxes or "visible collision" for having all meshes collide, but this should only be done on simplish models.Scroll down for "collision geometry" http://docs.garagegames.com/torque-3d/official/index.html?content/documentation/Artist%20Guide/Primer/torque_art_primer.htmlHere is an old template I made using Blender:http://farm4.static.flickr.com/3262/3972904908_781d062598_o.png Quote Link to comment Share on other sites More sharing options...
thunder Posted October 21, 2015 Author Share Posted October 21, 2015 Thx @Steve_Yorkshire, good answear. Claryfied a lot for me :D Quote Link to comment Share on other sites More sharing options...
Duion Posted October 21, 2015 Share Posted October 21, 2015 You can just dublicate your model and remove the material and name it "collision" or just leave the model that way and set it to "use visible mesh" as collision in the editor. Your ship is not that advanced, so the method I described will work, for more complex geometry you have to build collisionmeshes by hand or use a decimated version as you would use as LOD levels. For example I often use the lowest LOD level as collision mesh also. Quote Link to comment Share on other sites More sharing options...
Nils Posted October 22, 2015 Share Posted October 22, 2015 The easiest way is to use the shape editor's advanced properties and for your boat "convex hulls" would be the best option.I made you quick example how it works; you'd want to play around with the settings to get the lowest amount of vertices possible. Convex hulls Quote Link to comment Share on other sites More sharing options...
Mud-H Posted October 22, 2015 Share Posted October 22, 2015 Recently, I figured how to use the ColMesh prefix in 3ds max to export complex collision meshes without having to use the ShapeEditor convex hull collision. I guess it's the same for other 3D tools. I'm not sure if it's a good way or not but I guess if you use a quite low polygon shape, it should be fine. Here's a screenshot of the hierarchy needed to have Collision Meshes working as soon as you add your DAE shape to your game.http://mud-h.com/miscweb/t3dforum/Misc/3dsmax_ColMeshHierarchy.jpg(You don't have to add the exact shape name after the ColMesh prefix, I do that because I have a batch export scripts which export the shape and the ColMesh if found. I should share it soon, just need to make it more friendly so anyone can use it) Quote Link to comment Share on other sites More sharing options...
subabrain Posted August 20, 2016 Share Posted August 20, 2016 Hello and nice Saturday,i have a similar Question for this Problem. How can i get a model from blender with convex hulls into my torque world?So how can i get a convex hull on a shape object - in my case ist just a box?Would be nice if you can answer me 8-)Best Regards!Robert Quote Link to comment Share on other sites More sharing options...
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