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Newcomers DBPro Corner / Using Limbs "please help!!"

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OnQue Int
17
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Joined: 8th Jun 2007
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Posted: 13th Feb 2009 21:20
Hi coders, I need some help with a issue I am having with a object.

I have a skyscraper, and on the roof is objects that would

normally be up there like pipes ,wires, units ,etc however when I

glue to export my collision hits on the tallest object on the

roof. I cant walk around or jump on any other object. Its like

taking the tallest object and putting a plain across the whole

building and put collision on it. I wanted to know if there was a

better way of using limbs so each object has its own collision, or

do I have to load each individual piece on top.


any help is much apprecited

Thanks OnQue
=PRoF=
21
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Joined: 17th Mar 2003
Location: Milton Keynes, UK
Posted: 13th Feb 2009 22:59 Edited at: 13th Feb 2009 23:02
Your just using the standard DBP collision commands aren't you?

To get the kind of collisions you'r after you'd do just as well to download Sparky's FREE collision .dll instead of setting up limbs for everything.

Altho DBP can do object intersections, Sparky's does it a whole shedload faster.

Thats my opinion anyway

Without Music or Love the world would be a very empty place... Thank god I still have music.. --'-<@
OnQue Int
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Posted: 13th Feb 2009 23:17
Im sorry I should of said I am using sparkys maybey it is something else im doing wrong.
=PRoF=
21
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Location: Milton Keynes, UK
Posted: 14th Feb 2009 00:26
are you using the intersect commands? It sounds like your just using box collisions (imagine a large box surrounding your building)

Thats what your plain analogy makes me think anyway.

Without Music or Love the world would be a very empty place... Thank god I still have music.. --'-<@
OnQue Int
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Posted: 14th Feb 2009 11:05
Thats about right I literaly stay at one height walking over the

whole building which is at the top of the tallest object on the

building
RUCCUS
19
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Location: Canada
Posted: 14th Feb 2009 18:24
OnQue Int
17
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Joined: 8th Jun 2007
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Posted: 16th Feb 2009 03:44
I appreciate your help RUCCUS. If you can look at this code

for me I will also send you the building glued real quick, but

without the texture so you can kinda see what I am talking about

if you dont mind. Also for some reason I cant position my player

anywhere I've looked and looked and I cant see why I cant move my

player.

Thanks so much for everything you great people do here for people.

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RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 16th Feb 2009 04:41
We've already answered the question. You're setting up all of these objects with box collision. The issue is sparky's collision dll will make a box extending from 0,0,0 to the top of your object. Initially you had a single building model I assume, correct? Sparky's was making a box going from the bottom if the building to the highest point of the building (which would have been those things you have ontop of the building). You tried to solve this by breaking every part up into a limb and setting each limb up seperately, but sparky's doesn't know where your mesh starts in 3D space. Your models that go ontop of your building are pre-positioned way up in the air, right? Sparky's is making a bounding collision box going from the ground way up to the top of these limbs.

So, repack all of the models into a single building model again like you originally had, and switch the collision mode to polygonal collision detection (thats 0).

OnQue Int
17
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Posted: 16th Feb 2009 05:21 Edited at: 16th Feb 2009 08:07
That seemed like it did the trick.

Also why cant I move at all when the building is at the scale that

I want, but will move when I scale the object way up or the radius

of my player up to 15 before it moves ,but at 15 I am towering

over the building.
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 16th Feb 2009 20:27
Thats just a problem with how you've programmed it to handle collision. If all you've done is repositioned the player at their old coordinates on a collision, then they're going to get stuck easily. Looking into that thread I linked to shows how to achieve sliding collision.

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