Wireframe Collision?

Topics relating to Modeling with Reality Factory.
Post Reply
User avatar
metal_head
Posts: 1244
Joined: Sat Jan 05, 2008 8:31 pm
Location: Bulgaria,Sofia
Contact:

Wireframe Collision?

Post by metal_head » Mon Aug 11, 2008 10:33 am

OK,rf uses boundingbox for collision,but is it possible to make the models use their wirframes for collision,it would be much more reallistic.

Danimita92
Posts: 335
Joined: Sat Feb 09, 2008 5:47 pm
Location: Lanzarote/Canary Islands/Spain

Re: Wireframe Collision?

Post by Danimita92 » Mon Aug 11, 2008 3:41 pm

StaticMesh has that type of collision, I think. Some people from the spanish community have made whole levels in milkshape and then have used staticmesh for it's collision

User avatar
metal_head
Posts: 1244
Joined: Sat Jan 05, 2008 8:31 pm
Location: Bulgaria,Sofia
Contact:

Re: Wireframe Collision?

Post by metal_head » Mon Aug 11, 2008 5:15 pm

but I tough,static meshes don't have collision..

Jay
RF Dev Team
Posts: 1232
Joined: Fri Jul 08, 2005 1:56 pm
Location: Germany

Re: Wireframe Collision?

Post by Jay » Mon Aug 11, 2008 5:40 pm

no of course they have. They have 4 different types of collision! It's all explained in the manual it's right under StaticMesh (It's the ColCheckLevel)

0 means no collision, 1 means bounding box collision, and 2 means bounding box collision and if true, a per-poly collision is done. 3 and 4 are not really useful, at least i don't see any sense in them.
Everyone can see the difficult, but only the wise can see the simple.
-----

User avatar
metal_head
Posts: 1244
Joined: Sat Jan 05, 2008 8:31 pm
Location: Bulgaria,Sofia
Contact:

Re: Wireframe Collision?

Post by metal_head » Mon Aug 11, 2008 6:01 pm

wow,thanks! I neve knew that one! So I guess,I'll have to use 2 ! :)

Jay
RF Dev Team
Posts: 1232
Joined: Fri Jul 08, 2005 1:56 pm
Location: Germany

Re: Wireframe Collision?

Post by Jay » Mon Aug 11, 2008 9:46 pm

But you must be careful. More than 300-500 polys per model will really slow down the collision detection considerably. If you want big terrains with thousands of polys, you must split them up and export seperately as several actors. You will gain much speed then, not only from the collision detection, but also from the rendering, as it allows for RF to cull away the unseen actors from the rendering.
Everyone can see the difficult, but only the wise can see the simple.
-----

User avatar
metal_head
Posts: 1244
Joined: Sat Jan 05, 2008 8:31 pm
Location: Bulgaria,Sofia
Contact:

Re: Wireframe Collision?

Post by metal_head » Mon Aug 11, 2008 9:51 pm

OK,thanks,Jay!Saddly,most of my models are above 1000 polys,some are even above 2000...
I want to use the wireframe collision for a levels where you are on the roof of a vehicle(where the veicle is a model)...or for trees or street lights!
Oh,and I want to ask if there is a way of making wireframe collision on physics models?

Danimita92
Posts: 335
Joined: Sat Feb 09, 2008 5:47 pm
Location: Lanzarote/Canary Islands/Spain

Re: Wireframe Collision?

Post by Danimita92 » Tue Aug 12, 2008 12:09 am

There's a way of making it go faster, but I can't really recall the name of what you had to change...

Post Reply