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Wireframe Collision?
Posted: Mon Aug 11, 2008 10:33 am
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.
Re: Wireframe Collision?
Posted: Mon Aug 11, 2008 3:41 pm
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
Re: Wireframe Collision?
Posted: Mon Aug 11, 2008 5:15 pm
by metal_head
but I tough,static meshes don't have collision..
Re: Wireframe Collision?
Posted: Mon Aug 11, 2008 5:40 pm
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.
Re: Wireframe Collision?
Posted: Mon Aug 11, 2008 6:01 pm
by metal_head
wow,thanks! I neve knew that one! So I guess,I'll have to use 2 !

Re: Wireframe Collision?
Posted: Mon Aug 11, 2008 9:46 pm
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.
Re: Wireframe Collision?
Posted: Mon Aug 11, 2008 9:51 pm
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?
Re: Wireframe Collision?
Posted: Tue Aug 12, 2008 12:09 am
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...