Feature Creep / Collision checkbox in Editor

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Wolf
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Posted: 24th Sep 2014 23:07
Instead of choosing a collisionmode in the fpe it would be nice if we could set polygonal,simplified,boxic,cylindrical,spherical or no collision in the editor.
This would be extremely useful for foliage.
Just a little idea.



-Wolf

"When I contradict myself, I am telling the truth"

"absurdity has become necessity"
Teabone
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Posted: 25th Sep 2014 03:46
I second this.

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Lance
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Posted: 25th Sep 2014 18:44
I agree , We need more collision options . My 'Rolfy Spider' needs way better collision for all it's legs . Only the body has collision as of now .Spherical just might solve the legs problem . One can only hope .
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Wolf
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Posted: 25th Sep 2014 23:02
Additionally, could this make performance optimisation easier? You could deactivate the collision of everything the player can not reach.
I don't know how collision is calculated in reloaded, but I assume this would cut the processor some slack.



-Wolf

"When I contradict myself, I am telling the truth"

"absurdity has become necessity"
Teabone
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Posted: 26th Sep 2014 00:24
Its so interesting your bringing this up... I was thinking about it last night. For starters in The Escape there are trees and buildings in unreachable distances of the level... and its a bit odd they have collisions enabled for them.

Is there a way in FPE to turn off collisions?

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Hamburger
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Posted: 27th Sep 2014 16:27
I somehow wish there could be custom collision meshes as well, so we could further define our own collision properties for our meshes. This is a great idea though...

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rolfy
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Posted: 27th Sep 2014 16:31
Quote: "Additionally, could this make performance optimisation easier? You could deactivate the collision of everything the player can not reach."


Quote: "Is there a way in FPE to turn off collisions?"


I can see the advantage in being able to set collision in the editor. If you want collision off now it is as simple as changing Physics on? to 'no' in the editor.

You can also script collision off but that requires the entity to be dynamic which might not be desirable once static lightmapping is introduced.

A funny thing happened on the way to the forum...
Wolf
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Posted: 27th Sep 2014 21:39
Quote: "I can see the advantage in being able to set collision in the editor. If you want collision off now it is as simple as changing Physics on? to 'no' in the editor.

You can also script collision off but that requires the entity to be dynamic which might not be desirable once static lightmapping is introduced."


You can also type in a number higher than the current amount of collision meshes we have. This worked in old FPSC. (For example: Collisionmode = 22301 [or anything else])



-Wolf

"When I contradict myself, I am telling the truth"

"absurdity has become necessity"
Scene Commander
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Posted: 7th Oct 2014 15:22
We will be allowing the addition of multiple collision boxes via the importer for the next release.

SC

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UNIRD12B
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Posted: 25th Dec 2014 21:23
so does multi- collision box function now.,??
I just tried adding 3 collision boxes to a static entity
and now it has no collision at all ???

Helpppppppppppppp !!!!!????

Thx

UNIRD12B

Let's actually make something happen with this one !
Wolf
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Posted: 26th Dec 2014 17:02
I ran a test earlier today and it appears that collision set to 0 will toggle "box" collision. (this was in 1.009)

Quote: "Helpppppppppppppp !!!!!????"


Please don't do this, unless your house is invaded by hostile aliens.



-Wolf

"When I contradict myself, I am telling the truth"

"absurdity has become necessity"

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