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DarkBASIC Discussion / Setting up collision areas on *.3DS models

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oneillj
16
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Joined: 5th Nov 2008
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Posted: 8th Dec 2008 13:19
How do you go about setting up collision areas on complex *3DS models with a lot of detail? Do you have to set up collision boxes around say each column and staircase of a structure?

Jim
Latch
18
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Joined: 23rd Jul 2006
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Posted: 8th Dec 2008 14:32
Generally if you set the collision to polygons for the environment, you'll cover all of the bases. The problem is, depending on the complexity, processing speed may be eaten up and there also seems to be a litmit to the number of polygons that can actually be set to polygon collision. If the structure is not too big, or you can divide it into sections and load each section as it's own object, polygon collision detection works pretty well.

Quote: "Do you have to set up collision boxes around say each column and staircase of a structure?"

I've never gone as far as that but I suppose if you could figure out the exact positions you could create static collision boxes around every feature. I don't know how much processing speed it would consume (depending on how many collision boxes you made). For staircases, it seems you'd have to put a box around each individual stair so that seems a bit impractical.

The better alternative, in my opinion, is to use Sparky's Collision DLL.

Enjoy your day.
Caleb1994
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Joined: 10th Oct 2008
Location: The Internet you idiot!
Posted: 15th Dec 2008 01:02
i agree sparky works great and it only took me probly a week to figure it out after that it's easy(BTW If you use sparky remember to update the object if your going to move it i just found that out )

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