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Methods for reducing collision problems? #15819
06/19/03 09:23
06/19/03 09:23
Joined: Sep 2001
Posts: 237
Maine, USA
J
Jason Bryant Offline OP
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Jason Bryant  Offline OP
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Joined: Sep 2001
Posts: 237
Maine, USA
Are there any specific methods that would help reduce collision problems? Often my physics object (a ball) will fall through levels or half into them. Any tips for reducing this behavior?

Jason

Re: Methods for reducing collision problems? #15820
06/19/03 10:27
06/19/03 10:27
Joined: Jul 2000
Posts: 2,037
Lafayette, LA USA
J
James Snydstrup Offline
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James Snydstrup  Offline
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Joined: Jul 2000
Posts: 2,037
Lafayette, LA USA
@Jason - I have tires on my vehicle that sink into the ground...don't know what to do about it though. The steeper the slope the more they sink in...

Re: Methods for reducing collision problems? #15821
06/19/03 21:34
06/19/03 21:34
Joined: Sep 2001
Posts: 237
Maine, USA
J
Jason Bryant Offline OP
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Jason Bryant  Offline OP
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Joined: Sep 2001
Posts: 237
Maine, USA
Under phent_setmass it mentions that "the hulltype specified with phent_setmass does not affect the collision detection." However, if I choose PH_POLY instead of PH_SPHERE for the hulltype I fall through the levels far more often than with PH_SPHERE. I'm hopeful that the new collision system may help reduce these problems.

Jason

Re: Methods for reducing collision problems? #15822
06/20/03 07:09
06/20/03 07:09
Joined: Sep 2001
Posts: 237
Maine, USA
J
Jason Bryant Offline OP
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Jason Bryant  Offline OP
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Joined: Sep 2001
Posts: 237
Maine, USA
small update - I am having less problems with the collision since I have increased the size of my ball object. The original ball had a 64 quant radius... I have since doubled it to a 128 quant radius.

Jason

Re: Methods for reducing collision problems? #15823
06/28/03 04:14
06/28/03 04:14
Joined: Aug 2002
Posts: 906
the future
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nuclear_winter Offline
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Posts: 906
the future
i have the same problem. When i use a higher poly model it gets worse (like a car model of about 1200 polys), it doesnt matter if i set PH_box or other.... When i set it to PH_POLY it jumps around as if trying not to fall through the floor, if i set it to PH_cylinder it instantly falls through the ground???? If i use a cube (equal sides) for the model things are better, yet not perfect, but if its height(z) is less than (x,y) it behaves the same way as the high poly model. I made the shape lower (small z value) because i dont want it to flip easily on slopes, i even make it invisible and attach a passable model of the car, but with no better results!!!
Please could anyone share some ideas with us!

Thanx in advance!!

Re: Methods for reducing collision problems? #15824
06/29/03 17:17
06/29/03 17:17
Joined: Aug 2002
Posts: 906
the future
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nuclear_winter Offline
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the future
Anyone?

Re: Methods for reducing collision problems? #15825
07/30/03 07:50
07/30/03 07:50
Joined: Sep 2001
Posts: 237
Maine, USA
J
Jason Bryant Offline OP
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Jason Bryant  Offline OP
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Joined: Sep 2001
Posts: 237
Maine, USA
My collision problems were caused as a result of high gravity. Changing my gravity to -400 instead of -5000 and adding local downward force to achieve the effect I wanted, eliminated my problems. Thank you tobias at support!

Jason

Re: Methods for reducing collision problems? #15826
07/30/03 21:52
07/30/03 21:52
Joined: Sep 2001
Posts: 237
Maine, USA
J
Jason Bryant Offline OP
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Jason Bryant  Offline OP
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Joined: Sep 2001
Posts: 237
Maine, USA
I thought that the reduction in gravity completely eliminated the problems, but they actually reduced them. I didn't think I could repeat the problems of my physics ball object going through level blocks, but I can. I will test further. It appears that my ball object begins to spin too fast when it is pushed directly against a level block and then goes through the floor. I will see if I can help minimize this from occuring with the phent_setmaxspeed.

Jason


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