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Collision Problem #246321
01/14/09 17:02
01/14/09 17:02
Joined: Jan 2009
Posts: 22
CConstructor::CDestructor
Beregron Offline OP
Newbie
Beregron  Offline OP
Newbie

Joined: Jan 2009
Posts: 22
CConstructor::CDestructor
Hi there,

i have a curios problem with my collision. I use a testplayer as placeholder. He has a simple walkanimation. I use it with POLYGON and for my objects too.

So when i go straight ahead a house, then i walk into the wall. At another house, i cant walk in the wall. But its the same model.

I've tryed the collision with POLYGON and the simple NARROW or FAT hull.

I only move my char with c_move and in the player init i call
c_setminmax(me).

Ive tryed to use c_updatehull but i dont know how.

Here is a small vid. I hope you know what i mean. At the end of the vid, i show the model from the editor. It have triangles.

Collisionproblem

I hope any one can help me.

Greets
Beregron

Last edited by Beregron; 01/14/09 17:03.

Das Wissen, was man glaubt zu wissen, ist meistens das Wissen, was andere zu wissen glauben!
Re: Collision Problem [Re: Beregron] #246328
01/14/09 17:27
01/14/09 17:27
Joined: Oct 2004
Posts: 1,655
T
testDummy Offline
Serious User
testDummy  Offline
Serious User
T

Joined: Oct 2004
Posts: 1,655
items in a list format which might, or might not be, relevant / helpful / accurate:
1. c_setminmax(me) at beginning of (player) action
---OK
2. POLYGON flag OFF for moving ENTITIES (& player)
---my.POLYGON = OFF; // C-Script
---reset(me, POLYGON); // Lite-C
3. POLYGON flag ON for low-poly collision geometry (structures, buildings)
---my.POLYGON = ON; // C-Script
---set(me, POLYGON); // Lite-C
---FAT & NARROW flags should be ON?
-------just leave be if unnecessary (remove references to)?

Re: Collision Problem [Re: testDummy] #246331
01/14/09 17:42
01/14/09 17:42
Joined: Jan 2009
Posts: 22
CConstructor::CDestructor
Beregron Offline OP
Newbie
Beregron  Offline OP
Newbie

Joined: Jan 2009
Posts: 22
CConstructor::CDestructor
If i use it without POLYGON, then now it works.
But the Bounding box is to small and in the middle of the player.
Anyway, if i set the boundingbox to the players real dimension, then i can go through the wall.


Das Wissen, was man glaubt zu wissen, ist meistens das Wissen, was andere zu wissen glauben!
Re: Collision Problem [Re: Beregron] #250012
02/05/09 13:31
02/05/09 13:31
Joined: Jan 2009
Posts: 22
CConstructor::CDestructor
Beregron Offline OP
Newbie
Beregron  Offline OP
Newbie

Joined: Jan 2009
Posts: 22
CConstructor::CDestructor
The Problem still exists.

If i use the "normal" collision (without setminmax or something else), then the collision work fine.

But if i use Polygon or the real boundingbox-dimensions, then i can run throug walls etc.

I tryed to make the models with more faces (smaler faces), but that doesnt help.

How can i fix this? I need the real dimension from my player for the collision.


Das Wissen, was man glaubt zu wissen, ist meistens das Wissen, was andere zu wissen glauben!
Re: Collision Problem [Re: Beregron] #250145
02/06/09 07:54
02/06/09 07:54
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
I had a problem like this in the dark old days (early last year wink ).
It all boiled down to two things.
ONE: Make sure all imported models have NO open meshes (MED mesh tester)
TWO: Try to avoid walls that are too thin. If the wall is less then 8 quants,
either make the wall thicker, or scale the whole world up a notch till it is.

PS - you'll need POLYGON = ON for the houses, and preferably for the player too.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial

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