Wireframe Collision?

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metal_head
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Wireframe Collision?

Post by metal_head »

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
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Re: Wireframe Collision?

Post by Danimita92 »

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
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metal_head
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Re: Wireframe Collision?

Post by metal_head »

but I tough,static meshes don't have collision..
Jay
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Re: Wireframe Collision?

Post by Jay »

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.
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metal_head
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Re: Wireframe Collision?

Post by metal_head »

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

Post by Jay »

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.
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metal_head
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Re: Wireframe Collision?

Post by metal_head »

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
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Re: Wireframe Collision?

Post by Danimita92 »

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