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  #1  
Old 12-04-2010, 02:10 PM
silent skies silent skies is offline
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Default odd collision detection in editor

Hi,

While working on my latest map I came across an oddity. One of the objects from my large imported PNG looks like this:



(I pulled out the red wireframe from behind the image to show its shape)

The poly for the tree is one single object. The problem is, when testing in-game, planes will collide with the square-shaped outline of the object (what is seen highlighted as the orange/yellow line in the editor ... but this boundary doesn't show up as a red line in the editor.

... Help? :'(
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  #2  
Old 12-04-2010, 05:42 PM
lamster lamster is offline
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Please save that map file and the image file used to create that collision box.

To fix it you can probably right click -> edit hull and remove some of the internal complexity. Alternatively you could delete the generated hull, then make a new (invisible) polygon, and trace the general outline of the tree.
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  #3  
Old 12-05-2010, 01:34 AM
silent skies silent skies is offline
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Quote:
Please save that map file and the image file used to create that collision box.
I am assuming that is lam-speak for "I want to poke this problem with a stick."

Well, here ya go. ZIP file with map + png.

Quote:
To fix it you can probably right click -> edit hull and remove some of the internal complexity. Alternatively you could delete the generated hull, then make a new (invisible) polygon, and trace the general outline of the tree.
Okay, will do.
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  #4  
Old 12-22-2010, 03:20 PM
Mandrad Mandrad is offline
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I always erase all automaticaly generated poligons.
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  #5  
Old 12-22-2010, 04:08 PM
mlopes mlopes is offline
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Quote:
Originally Posted by Mandrad View Post
I always erase all automaticaly generated poligons.
Any special reason? I had problems with auto-generated polygons before (ex. a triangle on gymnasium where the ball would go through it but planes won't, in spite that the polygon was totally closed), but I always assumed that manually would be even worse...
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  #6  
Old 12-22-2010, 04:50 PM
Mandrad Mandrad is offline
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Automatic polys are far from perfect and i prefer make'em from scratch than editing it. This is especialy important in ball cussions ofcourse.
I also like to have my files as clean as possible, reason why i usualy erase all unnecessary paths.

As an example, in underpark 1st version, i had all chains as separate objects, loads of small shapes were generated and i dont even wanted chains to be colidable.

*Erasing all these unnecessary paths its what takes the most time for me when editing

I had problems with collisions in maps like revpark. Not sure if it was due to the size of the shapes or the way they relate its position to eachother, but i had to break the initial inside and outside of the track shapes into several colision shapes.

EDIT:
Would be nice if Karlam checked EDIT 1 file in revpark thread to see the collision path bug i mentioned.

Last edited by Mandrad; 12-23-2010 at 01:04 AM.
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  #7  
Old 12-22-2010, 08:12 PM
Pieface Pieface is offline
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Adding to this, I'm in the process of making a tbd map and the editor has trouble adding collision outlines to feathered objects such as ones using the Photoshop glow filter. Looks like I'm gonna have to add all them manually...
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