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Collision problem, WED? [SOLVED] #298090
11/11/09 21:52
11/11/09 21:52
Joined: Nov 2009
Posts: 21
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Danbannan Offline OP
Newbie
Danbannan  Offline OP
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Joined: Nov 2009
Posts: 21
Hi, i have made a level with 4 corridor leading to rooms.

My problem is that when i try to move my ball into the corridors it collides! Its like a barrier in the air but it is nothing there!

Gamestudio Comm 7.80
3ds Max
Win 7



Render 3ds max

Screenshot 3ds max

Screenshot MED

Screenshot WED

Barrier





Last edited by Danbannan; 11/12/09 15:37.

Modeller and texturer (3dsMax, Photoshop, Zbrush)
Re: Collision problem, WED? [Re: Danbannan] #298095
11/11/09 22:13
11/11/09 22:13
Joined: Aug 2008
Posts: 133
Sweden, Stockholm
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Enduriel Offline
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Enduriel  Offline
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Joined: Aug 2008
Posts: 133
Sweden, Stockholm
Did you set the polygon flag in the properties of the model? You can also set it in script inside the action with set(my, POLYGON);

this activates polygonal collision for that object when an entity uses c_move or physics based forces, in this case the ball.

Re: Collision problem, WED? [Re: Enduriel] #298113
11/11/09 23:57
11/11/09 23:57
Joined: Nov 2009
Posts: 21
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Danbannan Offline OP
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Danbannan  Offline OP
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Joined: Nov 2009
Posts: 21
Thanks for the reply Enduriel!

Yes, i have set the polygon flag, with no luck. The ball is working just fine if i drop in a big room with 4 walls. I have tried with just quad's in mesh, tri's in mesh and with a "shell around the mesh to give it thickness, so far no luck. This is very wierd. Could you or anyone else in that case look at my project setup? I would appreciate it alot. Btw, great software, lots of opportunity!

Last edited by Danbannan; 11/12/09 00:00.

Modeller and texturer (3dsMax, Photoshop, Zbrush)
Re: Collision problem, WED? [Re: Danbannan] #298130
11/12/09 11:19
11/12/09 11:19
Joined: Jul 2000
Posts: 27,982
Frankfurt
jcl Offline

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jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,982
Frankfurt
Of course you must NOT set the polygon flag here. That's a flag for experts only.

The most obvious reason of such a problem is that the ball's collision hull is too big for fitting through small corridors.

For giving the ball a smaller than the default hull, either set its BBox flag in WED, or call c_setminmax to set it to the ball's visual size, or set min_x, max_x, and FAT|NARROW manually in the script.

BTW, you can easily see the ball's collision hull by pressing F11 twice.

Re: Collision problem, WED? [Re: jcl] #298137
11/12/09 11:56
11/12/09 11:56
Joined: Nov 2009
Posts: 21
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Danbannan Offline OP
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Danbannan  Offline OP
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Joined: Nov 2009
Posts: 21
jcl: Thanks for the help, i found out that it have nothing to do with my models at all! is the commercial version limited that much in level size? I have tried all there is and cant see other than that the level size is limited down alot! What are your thoughts? Look at the map and the ball size inside the corridor. is there any chance that i am going into a kind of invisible barrier that is the limit of the map size?


Modeller and texturer (3dsMax, Photoshop, Zbrush)
Re: Collision problem, WED? [Re: Danbannan] #298142
11/12/09 13:24
11/12/09 13:24
Joined: Jul 2000
Posts: 27,982
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,982
Frankfurt
No, there is no such limit. Only BSP levels have a size limit that you can set in the map compiler, but this only affects BSP tree generation, not the OBB collision detection.

There can only be a barrier when you placed it in WED. But check if you've accidentally set some exotic collision modes or flags, such as AABB or POLYGON.

Re: Collision problem, WED? [Re: jcl] #298153
11/12/09 15:37
11/12/09 15:37
Joined: Nov 2009
Posts: 21
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Danbannan Offline OP
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Danbannan  Offline OP
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Joined: Nov 2009
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I solved the problem, i curved the turn alittle and volá :-)


Modeller and texturer (3dsMax, Photoshop, Zbrush)

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