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Dark GDK / Problem with terrain

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programing maniac
16
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Joined: 19th Apr 2008
Location: Bawk, Bawkity
Posted: 19th Jun 2008 04:34
I am using using the sphere slide thing in order to make gravity. I works out well, the object does what I want it to.

The problem is that when I try to have my character go through a tunnel, it falls through the floor. I think this is because the normals are flipped in the tunnel. I use dbSetObjectCull (1, false ); so I can see the inside, but I still get the problem.

anyone know how to solve this??

Thanks.

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Zuka
16
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Joined: 21st Apr 2008
Location: They locked me in the insane asylum.
Posted: 19th Jun 2008 07:59
Can you flip the normals in the tunnel in Blender?

If you can do any models for FW, reply to the FleetWars thread.

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programing maniac
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Posted: 19th Jun 2008 14:42
Yeah, but is there another way? Like I have another model that also has a tunnel system, but that one would be REALLY hard to flip the normals of just the tunnel...

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Zuka
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Posted: 19th Jun 2008 21:41
Try identifying the problem. Flip all the normals, see if the tunnel works and the rest doesn't, as you expect.

If you can do any models for FW, reply to the FleetWars thread.

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dark coder
21
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Joined: 6th Oct 2002
Location: Japan
Posted: 20th Jun 2008 00:28
The normals have nothing to do with it, I don't see why the lib would even need to read them. I'm pretty sure the lib doesn't collide with backfaces regardless of your backface cull settings(an optimization?) your best bet is just to duplicate the mesh and flip the faces for the collision mesh only, unless your visual mesh needs this too.

Zuka
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Posted: 20th Jun 2008 01:30
Yeah, thats what I thought...

If you can do any models for FW, reply to the FleetWars thread.

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programing maniac
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Location: Bawk, Bawkity
Posted: 20th Jun 2008 02:40 Edited at: 20th Jun 2008 15:40
hm.... I was hoping there would be another way... Thanks, though...

[edit] It does completely double my poly count.....

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