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Model Collision Hulls in physics? #30048
07/08/04 05:36
07/08/04 05:36
Joined: Nov 2002
Posts: 1,342
WizRealm Offline OP
Expert
WizRealm  Offline OP
Expert

Joined: Nov 2002
Posts: 1,342
Ok I'm playing around with the physics system and I got a little ball rolling around that moves according to the arrow keys that's working great. It collides with level geometry fine and looks great but if I try to use a model for like an upward slope it collides into it's bounding box. I thought A6 was using polygon collision so why isn't the physics or am I missing something? I want to use the model for a slope the ball can go up that isn't a possible shape to make in wed (well maybe it is but not easily).

Re: Model Collision Hulls in physics? [Re: WizRealm] #30049
07/08/04 06:09
07/08/04 06:09
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
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Marco_Grubert  Offline
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Joined: Sep 2003
Posts: 3,236
San Diego, CA
For performance reasons models use bounding boxes by default. If you set the model's polygon flag ( slope.polygon=on; ) the real shape is used instead.


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