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3 Dimensional Chat / Collision detection with .3ds rooms.

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inventz
21
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Joined: 21st Apr 2003
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Posted: 22nd Apr 2003 05:57
Hi,
Can anyone tell me how to use collision destection correctly for a 3d studio "room". All models have a box type collision attribute ( by default ) surrounding the whole model, I want to detect the actual walls/objects in my little 3d room.
Any thoughts?

me@jonathansantos.com
TogaMario
21
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Joined: 30th Jan 2003
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Posted: 22nd Apr 2003 06:14
Use polygon collision, but I don't know if it works (or if it works WELL rather) I'm trying to do the same thing, so roll on answers.

P.S. This is what the alphabet would look like if Q and R were eliminated.
inventz
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Posted: 22nd Apr 2003 19:29
Thanks T - Can you point me to a code example illustrating .3ds poly collisions??? Is it me or does the db help file su#$ ?

TogaMario
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Posted: 22nd Apr 2003 20:16
It's not you Kensup has posted a "Walking on .X" code in the code snippets forum. It should be relatively close to the top of the board, and I don't see any reason why it shouldn't work for .3ds seeing as how it uses the intersect object command. That's what I'm using for my floors, and i'm trying to adapt it to work for walls also. Hope this helps a little.

P.S. This is what the alphabet would look like if Q and R were eliminated.
inventz
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Posted: 23rd Apr 2003 00:09
Your input helps quite abit, thanks. I played with the 'walking on a .X' tutorial last weekend but found that square edged walls didnt stop the colliding object. Rather the moving ( sphere in this case ) just jumped up to walls edged.

What I would like to acomplish is a the equilv. of a marble rolling around in a square box - boucing correclty off the walls etc. HOW!???
me@jonathansantos.com

SonicBoom
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Joined: 26th Nov 2002
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Posted: 23rd Apr 2003 03:27
Poly collision detection for 3ds: http://www.realgametools.net/forums/index.php?board=5;action=display;threadid=13720
inventz
21
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Posted: 27th Apr 2003 05:29
The http://www.realgametools.net stuff is pretty slick
- I guess I'm looking for a simple example of a room, the former is geared for race-track complexity. The problem is, is that if you hit a square wall you pop right to the top.

Ya have a 3ds room with a few walls - how can you nav/collision detect within it??

Thanks for all your support out there!
J

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