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Complex collision shapes #351861
12/28/10 23:39
12/28/10 23:39
Joined: Sep 2010
Posts: 82
P
peteredlin Offline OP
Junior Member
peteredlin  Offline OP
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Joined: Sep 2010
Posts: 82
Hello i made a toppic about this subject but i didnt get the awnser i am looking for...

My question is how to simulate collision shapes which are more complex then a box or sphere shape?
(for a moving entity)
I think you can make those shapes by combining spheres and boxes...

I am new to this and couldent find anything about it in the manual, i hope one of the developers can awnser my question or point me in the right direction..

thanks in advance

Last edited by peteredlin; 12/29/10 10:57.
Re: Complex collision shapes [Re: peteredlin] #351863
12/28/10 23:44
12/28/10 23:44
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
Depends(as always^^) on the case of use.
Why do you need complex shapes?
If youre working with c_trace(for example in a shooter) use the polygon flag for c_trace to collide more acurrate with the model.

More info mplease^^


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Re: Complex collision shapes [Re: peteredlin] #351865
12/28/10 23:49
12/28/10 23:49
Joined: May 2009
Posts: 439
T
TerraSame Offline
Senior Member
TerraSame  Offline
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T

Joined: May 2009
Posts: 439
Seems to me ...
All you need to do is highlight the "Polygon" flag to the object.
You will find it, under "Properties" in the world editor... WED. (Lower left.)
There are 15 flags you can play with in the properties panel.
Enacting the polygon flag enables a collision hull that matches the object shape.
I hope that helps...
laugh

Re: Complex collision shapes [Re: TerraSame] #351874
12/29/10 04:44
12/29/10 04:44
Joined: Sep 2010
Posts: 82
P
peteredlin Offline OP
Junior Member
peteredlin  Offline OP
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Joined: Sep 2010
Posts: 82
Ì use the physic engine, i tryed setting the pologon flag but it doesnt work..

Re: Complex collision shapes [Re: peteredlin] #351878
12/29/10 09:45
12/29/10 09:45
Joined: Jul 2000
Posts: 27,987
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,987
Frankfurt
The POLYGON flag has nothing to do with the physics engine. For a polygonal shape, use PH_CONVEX; for a complex shape from many spheres or boxes, use pXent_addshape.

http://manual.3dgamestudio.net/pxent_addshape.htm

Re: Complex collision shapes [Re: jcl] #351885
12/29/10 10:17
12/29/10 10:17
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Posts: 5,370
Caucasus
If you still using A7, call 'phent_settype' with 'PH_POLY'.


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Re: Complex collision shapes [Re: 3run] #351892
12/29/10 10:46
12/29/10 10:46
Joined: Sep 2010
Posts: 82
P
peteredlin Offline OP
Junior Member
peteredlin  Offline OP
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Joined: Sep 2010
Posts: 82
I still use A7, but when i use 'PH_POLY' it doesn't act as it has the collision shape like the shape of the object. It rolls and falls trough the floor...

Re: Complex collision shapes [Re: peteredlin] #351893
12/29/10 11:01
12/29/10 11:01
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
PH_POLY is buggy like hell. DON'T use it!


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: Complex collision shapes [Re: WretchedSid] #351894
12/29/10 11:56
12/29/10 11:56
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Whole GS is buggy like hell grin


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Re: Complex collision shapes [Re: 3run] #351896
12/29/10 12:24
12/29/10 12:24
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Actually this is more an ODE physics engine bug...
Guess why it was replaced by PhysX in A8.

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