Staticmesh collision type 2 & Slope sliding

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Veleran
Posts: 900
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Staticmesh collision type 2 & Slope sliding

Post by Veleran »

When staticmesh collision is type 2,the pawns can climb on the heighest staticmesh peaks.I used Slideslope is 0.5.

The rough cave in the pic is a staticmesh,when i set the collision type of the cave to 3,the actors can climb much less,and the problem is fixed-
they dont climb up anymore to walk on top of each others head.

Is there any big diference between collision type 2,and 3?

http://veleran.tripod.com/Lugdush/Scree ... pe_bug.JPG
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Last edited by Veleran on Thu Dec 08, 2005 1:49 am, edited 4 times in total.
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AndyCR
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Post by AndyCR »

as a side note / acknowledgement, ive noticed the player can move up an object of unfeasable height as long as it slopes, even if it's made of bsp. it might be related.
CowboyUp
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Joined: Sat Dec 03, 2005 1:05 am

Post by CowboyUp »

On a side note, I'm lovin the number of enemies on screen, and those goblins are nice! Do you get much slowdown?
Veleran
Posts: 900
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Post by Veleran »

the small guys are kobolds by the way-i forgot to make tails for them.
These on screen are 25 monsters.
i have made 3 lod versions,so i have good framerate when they are in BSP rooms-its playable even with 40-50 of them on screen.

But inside this staticmesh,though the terrain is low-poly-700 faces the most,the framerate hit is heavy-even without the 8 stencil shadows.

Maybe the radius of the lights matter in the framerate of staticmeshes-i have placed 11 lights inside the cave with radius from 500,to 900.

But-i ve noticed that the player alone,runs much slower in the cave than in bsp rooms.
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