Anteworld - Outerra Game > Modding: Importer, Tools & Utilities

Compound Mesh Collision

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Occams Razer:
Hello, all.

With the release of the most recent update, I've taken a bit of an interest in making a few objects for Outerra. While I'm a long, long way from an expert and there's far more for me to learn from this point1, I do wish to ask how to create compound collision or custom collision boundaries for static objects. In the most recent TitanIM thread, Cameni said that it was already possible to do so (http://forum.outerra.com/index.php?topic=3469.0), but there seems to be little to no existing documentation on the importer.

I only ask because most of the more exciting things I can think to create would involve interiors, elevated walkways, tunnels, and bridges, which will make far more interesting places to lounge around or explore when vehicle and character collision get fully rounded off. Future-proofing, y'know? :P

1"I made a cube." - the song of the prospective content creator.

zzz:
If you add a two wheels to a geom object that object gets a cuboid collision mesh using the max dimensions of the object.

There was some discussion about using simple objects like cones and cynlinders and boxes as collision meshes in one of the updates, but as you said, no documentation.

cameni:
If there are no collision shapes defined, bounding box is used, even on static objects.

There's a brief doc describing what the engine expects for collision shapes. There's a also a convex hull mesh, but if possible, predefined shapes are more efficient.

Occams Razer:

--- Quote from: cameni on April 03, 2016, 02:12:07 am ---If there are no collision shapes defined, bounding box is used, even on static objects.

There's a brief doc describing what the engine expects for collision shapes. There's a also a convex hull mesh, but if possible, predefined shapes are more efficient.

--- End quote ---

I know forum work isn't the highest of priorities, but I wish there were a 'thanks' button for this type of occasion. Thank you.

So, if you don't mind me asking, how long do you think till we can walk and drive on and in our creations? No rush, I know getting rivers up to snuff is a difficult challenge and I don't envy you there.

KW71:
Hi!

By the moment you can drive over meshes, but the vehicle have no friction over them (to explain it somehow). I made a high pass (which you'll be able to test when JBLM scenery is released), and you can cross over it if you have enough speed.

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