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Newbie question: how to use polygon collision #267644
05/25/09 16:57
05/25/09 16:57
Joined: Apr 2002
Posts: 117
Spain
Abstracto Offline OP
Member
Abstracto  Offline OP
Member

Joined: Apr 2002
Posts: 117
Spain
Hi,
I know this is a newbie question, but i cannot solve this.

I have some models moving (but they are not animated) on a level, and i want to enable precise polygon collision between them and with the level, is this possible?
how can i define the entities so they collide when they move?
i already have set them with my.polygon=on
(set(my,POLYGON) on lite-c)

some of the models are non-regular, somewhat big, and they have holes on them, so bounding box or ellipsod collision is not want i want. (i want to get some entities "pass through" others),


Thanks!

Re: Newbie question: how to use polygon collision [Re: Abstracto] #268119
05/27/09 13:59
05/27/09 13:59
Joined: Apr 2002
Posts: 117
Spain
Abstracto Offline OP
Member
Abstracto  Offline OP
Member

Joined: Apr 2002
Posts: 117
Spain
anyone can help?

Thanks!

Re: Newbie question: how to use polygon collision [Re: Abstracto] #268173
05/27/09 19:57
05/27/09 19:57
Joined: Apr 2009
Posts: 298
Southern Oceans
KiwiBoy Offline
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KiwiBoy  Offline
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Joined: Apr 2009
Posts: 298
Southern Oceans
Something like enable_polycollision = 1; from memory.


Use the 'manual' Luke, the manual is your friend. 'Self reminder' smile

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Re: Newbie question: how to use polygon collision [Re: KiwiBoy] #268194
05/28/09 02:57
05/28/09 02:57
Joined: Oct 2006
Posts: 175
G
Gumby22don Offline
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Gumby22don  Offline
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G

Joined: Oct 2006
Posts: 175
on c_move, if my, POLYGON is set on the moving model, you should be fine, so long as you don't use USE_BOX to override it. May be worth checking what level entities are set up as, but a terrain for example should be polygon by default.

What sort of level entities are you running into problems with, and have you tried just 2 models with set(my,POLYGON)?

Don
have a great day

Re: Newbie question: how to use polygon collision [Re: Gumby22don] #268250
05/28/09 10:52
05/28/09 10:52
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Moving entities must not have the POLYGON flag. This can lead to stucking.
Use a bounding box for dynamic entities and polygon for static entities.

Terrain has POLYGON on per default (not in WED, but at runtime).

You can build collision geometry out of some invisible box-shaped entities
and move them with the related entity if you really need
concave collision meshes.


no science involved

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