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Terrain Collision #181414
02/01/08 14:11
02/01/08 14:11
Joined: Jun 2003
Posts: 427
Prison
DarkWhoppy_ Offline OP
Senior Member
DarkWhoppy_  Offline OP
Senior Member

Joined: Jun 2003
Posts: 427
Prison
I have a pretty large terrain in a level and it doesn't seem to be detected by c_move(). My model collides with blocks and other obstacles but goes right through a terrain entity. I gave the terrain the action "my.polygon = on;" and that still didn't help.

I tried doing a search for this but couldn't find anything. Would anyone have any suggestions?


darkwhoppy@msn.no.spam.com (remove no.spam.) Website: WhoppyArts
Re: Terrain Collision [Re: DarkWhoppy_] #181415
02/01/08 16:54
02/01/08 16:54
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Frederick_Lim Offline
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Frederick_Lim  Offline
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Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Are you using USE_AABB in c_move?

Re: Terrain Collision [Re: Frederick_Lim] #181416
02/02/08 03:00
02/02/08 03:00
Joined: Jun 2003
Posts: 427
Prison
DarkWhoppy_ Offline OP
Senior Member
DarkWhoppy_  Offline OP
Senior Member

Joined: Jun 2003
Posts: 427
Prison
Yeah, the player still falls right through the terrain.


darkwhoppy@msn.no.spam.com (remove no.spam.) Website: WhoppyArts
Re: Terrain Collision [Re: DarkWhoppy_] #181417
02/02/08 03:09
02/02/08 03:09
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Are you sure it was actually saved as a terrain "*.hmp" and not an entity?

You shouldn't use *.polygon on terrains, it's automatic. Terrain chunking shouldn't affect it, but if it is, then there's a bug. Make a smaller terrain as a test.


xXxGuitar511
- Programmer
Re: Terrain Collision [Re: xXxGuitar511] #181418
02/02/08 03:33
02/02/08 03:33
Joined: Jun 2003
Posts: 427
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DarkWhoppy_ Offline OP
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DarkWhoppy_  Offline OP
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Joined: Jun 2003
Posts: 427
Prison
I made it smaller... The player falls on the terrain. It stops. But as soon as I move a step, I fall right through it again.

Code:
           if(key_s == on)
{
move_var.y += 2 + time;
ent_animate(me,"run",my.skill1,anm_cycle+anm_add);
}

c_move(me,move_var,nullvector,USE_AABB + IGNORE_YOU + IGNORE_PASSABLE + IGNORE_PUSH + ACTIVATE_TRIGGER + GLIDE);



EDIT: Maybe some code will help... I dunno what's up with this. I have v6.6 Extra Edition. And yes, its saved as an HMP... i'm not ... that noob.

Last edited by DarkWhoppy_; 02/02/08 05:00.
Re: Terrain Collision [Re: DarkWhoppy_] #181419
02/04/08 16:01
02/04/08 16:01
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline
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zwecklos  Offline
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Joined: Sep 2005
Posts: 274
Switzerland - Zurich
maybe a problem with your gravity code?

Re: Terrain Collision [Re: zwecklos] #181420
02/04/08 20:44
02/04/08 20:44
Joined: Jun 2003
Posts: 427
Prison
DarkWhoppy_ Offline OP
Senior Member
DarkWhoppy_  Offline OP
Senior Member

Joined: Jun 2003
Posts: 427
Prison
I'm sorry I didn't post this...

I found the problem. The models have to be a certain scale... If they're too small, their collision detection is glitchy. My player model was just too tiny.




darkwhoppy@msn.no.spam.com (remove no.spam.) Website: WhoppyArts

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