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DarkBASIC Professional Discussion / DBPro Levels (stupid question!)

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darkCorridor
22
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Joined: 27th Jan 2003
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Posted: 28th Jan 2003 18:01
If I made an inside of a building in a 3D Modelling program and made it into a .x or .3ds etc. then loaded it DBPro so my charecer could walk round the inside If i made some collision for it would i still be able to walk through the model or does the Colision just totally stop anything from going any where in the model?
InSiDeR
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Joined: 12th Sep 2002
Location: Australia
Posted: 28th Jan 2003 18:07
???

ummm, well yes and no
you see if you set up the collision yourself you can customise what parts let you in(the building) or not

hard to explain, but in short, if you want your character to enter a certain point, then you most certainly can, simple stuff

BSP is a different story, you actually have to create a door, as BSP does automatic collision and it wont allow you to go through solids(walls)

...unless ofcourse you redo the collision for the level...but usually when you opt for BSP, it means you have a fairly advanced level....but what ever

InSiDeR
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darkCorridor
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Posted: 28th Jan 2003 18:17
Well genrally what it is is 4 cuboids in a square shape that are ONE 3d file and if i did the collisoon stuff would i still be able to go througha gap in the middle

Rob K
Retired Moderator
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Location: Surrey, United Kingdom
Posted: 28th Jan 2003 19:13
Once you have the .X file, I suggest that you use the X > BSP converter to produce a BSP level - it is easier and faster for handling the kind of level you want and collision is already geared up to suit the way that you want to use it.

As for collision on the X format if you did not use BSP, I think that if you used polygon collision on the world model and box collision on the 3D model it would work. That way collision would only be detected if the 3D model hit a wall, but it could still walk around inside.

Personally, my favourite solution to this is BSP, but if you really want to use X then RaVen suggested a method whereby you could use intersect object to get the distance from the nearest wall to the player and prevent movement once the player got too close.

NOBODY has a forum name as stupid as Darth Shader. I do.
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 28th Jan 2003 20:19
everyones favourite solution is BSP ... its gonna be everyones downfall if you ask me.

there are SOOOOO many ways you can achieve collision with a world its stupid - easiest with X is to shove it into a memblock and then make an array for distance whereby you have 3 values X, Y, Z
if you set them up to be the MAXIMUM area of your world
0 being Min
and then Max being the Max from 0,0,0 * 2
you can then simply populate the array with either 1 or 0 for if it has something there or not ...
then do collision based on if ptrCollision( x-WldMax, y-WldMax, z-WldMax) = 1 then << whatever you want to happen when collision happens >>



Anata aru kowagaru no watashi!
Kangaroo2
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 28th Jan 2003 20:47
I agree with Raven I would stick away from BSP, its a (not v reliable) easy way out. The standard check for collision command would NOT work with an x of this nature, because it checks for box collision, and the space in the middle would be part of the box. You could set it to polygon collision but this is buggy, and even when it works, memory intensive. Its easier to think up your own collision solutions like raven said - OR with a room like this you could make the floor and walls different x objects, and check for box collision with all of them

A little effort and your game'll run smoothly and effeciently on all systems (within reason lol)

Shadow Robert
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 28th Jan 2003 22:46
or you could always make a special Collision level that you create static collision boxes from

i always think of the simple solutions last, i wish i didn't somedays

Anata aru kowagaru no watashi!

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