Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / Seperate Collision Models

Author
Message
style
16
Years of Service
User Offline
Joined: 18th Dec 2009
Location:
Posted: 18th Dec 2009 22:05
Is it possible in fps creator to use separate collision models in an entity? I have tried using the "simplified" models, but they tend to not accurately represent the dimensions well - ie: walking through solids, etc.
However, the models I use are often high-poly enough that I do not want to use the models themselves for performance reasons.
Is it possible to use one model for display and UV-mapping, and a separate model for collision?
Disturbing 13
21
Years of Service
User Offline
Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 19th Dec 2009 18:38
FPSC isn't set up that way. They do have collision types though that can be set. Check the .pdf guide that came with FPSC and also check Nickydude's guide available on this forum for an exact explaination.

Aaagreen
18
Years of Service
User Offline
Joined: 4th Sep 2007
Location: City 17
Posted: 19th Dec 2009 20:43
I know for a fact that if you have a dynamic prop on FPS Creator, you have to live with the crappy physics or none at all. Collisions are one of the things which holds FPSC back from the professional engines category - expect to be thrown through the floor and walking in to an invisible box several metres away from the actual prop.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.

Login to post a reply

Server time is: 2026-07-21 18:57:53
Your offset time is: 2026-07-21 18:57:53