Blender houses - player penetrating walls

Posted By: sitrep

Blender houses - player penetrating walls - 09/25/19 19:46

For third person game, I make house models in blender, and export the houses out of Blender in obj, or fbx, import into med to create mdl, and in Wed I click on polygon in wed’s model settings. The house, it’s UV map and textures come in OK grin.

The problem is when Player walks in the house, part of his head or his arms can go thru the walls. I remember this was a bug at the engine I think years ago when players got near walls in third person view.

Does anyone use that uses blender have a fix for this problem I would really appreciate to know

thanks!
Posted By: Dooley

Re: Blender houses - player penetrating walls - 09/26/19 01:00

I don't think its a bug, or that it has anything to do with Blender. The most likely issue is the size of your characters hull. Look in the manual under c_setminmax, min_x, max_x, and read up on the Collision Engine. Using min_x, max_x allows you to set up a custom collision hull for your character model.
Posted By: sitrep

Re: Blender houses - player penetrating walls - 09/26/19 16:16

Hi Dooley

Thanks for that info I will try that. Rreally appreciate your reply! Thanks!

I have no problem making characters and assets in blender and bringing into the game engine but buildings it seems that I have to use the solidify modifier at least .04. or else the walls of houses are transparent.

You mentioned you make models in blender. Could you please share your thoughts on creating buildings in blender for 3dgs? I am exporting OBJ and also has tried export as FBX(ascii), UV maps come through OK and also the baked texture map,

But again I have this problem of invisible walls unless I use the solidify modifier.

Any tips or thoughts on this are appreciated.

Can I upload or send you 1 .blend building, so you can see what I’m talking about?


Than
ks!




Posted By: Dooley

Re: Blender houses - player penetrating walls - 09/26/19 20:56

I use .obj files exclusively. If your texture has an alpha channel, then it will cause the model to be transparent in 3DGS, unless you give it a shader that uses the alpha channel, like mtl_specBump. mtl_specBump uses the alpha channel as the model's specular map. Otherwise it will control transparency by default.

If you still have any trouble, feel free to message me with a link to download the blenderfile. I use 2.76 right now.
Posted By: sitrep

Re: Blender houses - player penetrating walls - 09/28/19 23:20

Dooley

Really aprreciate your time! Ok, I send you pm message here with download link and info.

Thanks!
Posted By: Dooley

Re: Blender houses - player penetrating walls - 09/29/19 18:34

Let me know if you saw my response...
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