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DarkBASIC Professional Discussion / Collision (BSP vs Automatic)

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CattleRustler
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Location: case modding at overclock.net
Posted: 1st Sep 2003 04:37
I noticed that SET BSP OBJECT COLLISION interferes with AUTOMATIC OBJECT COLLISION. I have a FP based game that is housed inside of a BSP world but I need the player to also interact with created objects (3ds). I am attaching the camera to a hidden dummy object, and moving the dummy object around in 3d space. Is there a way to use bsp collision and regular object collision on the one object, or would I need to make a second dummy object, so one could have bsp collision, and the other standard collision. Just figured I'd throw this out there before I attempt anything.

Where's my man APEX?

-RUST-
APEXnow
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Posted: 1st Sep 2003 11:15
I will get round to answering this CattleRustler, just trying out a couple of things before I put my foot in it!


APEXnow
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Posted: 1st Sep 2003 15:34 Edited at: 1st Sep 2003 15:42
CattleRustler, I've banged together a small demo which you can get from my web site in the tools section. It loads a simple BSP file, use the arrowkeys to navigate and then space to fire a simple weapon. This demonstrates using automatic BSP collision and automatic object collision, but it outlines a problem in DarkBASIC Professional that I've yet to figure out a workaround.

You can't have automatic BSP object collision and automatic object collision at the same time. One, or the other. Your idea of using two objects, one for BSP and the other for normal collision should work, obviously hide one of them, or use a Sphere object for the BSP collision index so that there isn't so much processing required. The demo I've provided doesn't really show this but I wanted to just see if the BSP COLLISION HIT commands had also been fixed, but to no avail.

Download the zip anywayz and look at the source. I've highlighted the section which you can fiddle with with REM ****** Read This ******

Any questions, please ask

APEX!


Terabyte
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Location: UK
Posted: 1st Sep 2003 19:33
also you cant have 3ds files yet. you need .x files

>>TerraByte. Putting the Byte back into Terragramming<< If my post has less than 20 typos then it wasnt me who wrote it!
CattleRustler
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Posted: 1st Sep 2003 22:38
Apex thanks
Terra wrong. With Update 5 I am loading 3ds no problem, all collision and animation is fine - Thanks Tho

-RUST-
CattleRustler
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Posted: 1st Sep 2003 23:17
Apex

I downloaded the code and it confirms what we were saying about two collision types on the same object. I hope you had that written already and tweaked it as an example for me - I would feel bad if you put that whole thing together just for me!

Anyway I appreciate it immensely!
You have never steered me wrong, that's why I value your opinions. We need a "Questions just for APEX" forum !


-RUST-
APEXnow
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Posted: 2nd Sep 2003 04:35 Edited at: 2nd Sep 2003 04:55
Cattle... I did put it together for you, but think nothing of it, it's not a problem at all, I enjoy solving problems like this

APEX!


CattleRustler
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Posted: 2nd Sep 2003 22:46
Apex,

I am using this code



I set it up to have 2 dummy objects, one for bsp collisions, one for standard collisions, but it seems once bsp collision is set on for ANY object, automatic standard collision fails. The hit is registered by the system but it fails to auto-back-track the player, the player passes right thru the collided object, in this case Object 2 with any other non bsp object. Any Ideas?

Thanks

-RUST-

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