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Lab Desk Bounds #32764
09/04/04 20:40
09/04/04 20:40
Joined: Jul 2004
Posts: 1,710
MMike Offline OP
Serious User
MMike  Offline OP
Serious User

Joined: Jul 2004
Posts: 1,710
I did some lab tables, and when i run it.. The player can pass a little of that desks..
What is wrong.. In this shot bellow, you can see that the models has a correct origin and that stuff....



Re: Lab Desk Bounds [Re: MMike] #32765
09/04/04 23:52
09/04/04 23:52
Joined: Aug 2004
Posts: 90
Canada
Generik Offline
Junior Member
Generik  Offline
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Joined: Aug 2004
Posts: 90
Canada
models will always be like that its best to add invisible geometry to the layout of the model. That way the player can easily interact with it and use it as a way of jumping onto or hiding behind. Models are usually pasaable in some sense.

Re: Lab Desk Bounds [Re: Generik] #32766
09/05/04 00:12
09/05/04 00:12
Joined: Jul 2004
Posts: 1,710
MMike Offline OP
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MMike  Offline OP
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Joined: Jul 2004
Posts: 1,710
the think is that .. I guess is not need..cause The disk now have newton .. and then You can interacte with them ..life you can make them fall, of course i have to but a mass that is ..

Re: Lab Desk Bounds [Re: MMike] #32767
09/05/04 00:35
09/05/04 00:35
Joined: Oct 2003
Posts: 43
user0 Offline
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user0  Offline
Newbie

Joined: Oct 2003
Posts: 43
Hi!

The problem is, that Models everytime use only the half
of there "real" bounding-box. Maybe you can solve it,
if you give the Table an action:
Code:
 
action lab_table {
my.max_x *= 2;
my.max_y *= 2;
my.max_z *= 2;
}



I hope it works!

Re: Lab Desk Bounds [Re: user0] #32768
09/05/04 07:49
09/05/04 07:49
Joined: Jul 2004
Posts: 1,710
MMike Offline OP
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MMike  Offline OP
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Joined: Jul 2004
Posts: 1,710
hum..it worked for some side of the table..but it make now some ares where there is no table blocked..so i think i will use true colision(newton or physics)


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