Author Topic: Bad tree collision.  (Read 1168 times)

As illustrated by the following screenshots, the player collides with trees at un-natural places. There is a box at the trunk that is taller than the trunk, I find it quite odd.

The first image is showing the bad collision. The second image is showing the bounding box of the tree and the position of the player in the mission editor.

It has always been like this.
Yes, the collisions are very bad. :(

Someone still managed to build a little house in it, though. On the other side you can just walk through part of it. D:

My Stunt Plane hit into the tree even though i wasn't neat the trunk nor the leaves D:

That tree is scaled up to be huge, so the inaccuracies of the collision mesh become more apparent. When the tree is small, it'd be pretty hard to notice. Collision meshes are meant to be basic and you have a limit of 10 or so per shape, so creating a mesh for each branch and leaf isn't really going to work out.

That tree is scaled up to be huge, so the inaccuracies of the collision mesh become more apparent. When the tree is small, it'd be pretty hard to notice. Collision meshes are meant to be basic and you have a limit of 10 or so per shape, so creating a mesh for each branch and leaf isn't really going to work out.
To bad.

lol i say someones been using sketch up. :)

lol i say someones been using sketch up. :)
lol i say someone has quite a bit of experience with the Torque engine

That tree is scaled up to be huge, so the inaccuracies of the collision mesh become more apparent. When the tree is small, it'd be pretty hard to notice. Collision meshes are meant to be basic and you have a limit of 10 or so per shape, so creating a mesh for each branch and leaf isn't really going to work out.
But what about making a model for every branch and leaf?

Not very logical though

Or go for a compromise. Make the tree and leaves two separate models. Generate a simple but more accurate collision mesh for the tree. Give the leaves no collision. The problem is lining up the leaves and the tree in the mission editor is more trouble than it's worth.

Also it works in reverse for smaller trees. Slates Christmas and Spooky you can go through the trees easily

Or go for a compromise. Make the tree and leaves two separate models. Generate a simple but more accurate collision mesh for the tree. Give the leaves no collision. The problem is lining up the leaves and the tree in the mission editor is more trouble than it's worth.
Well, not if you model them together and simply separate them so they still have the same origin, then using the tree as a base, apply the same coordinates to the leaves.