Well I made a spiral staircase in DeleD and I wanted to import this into Sandbox. Two things done at once here - spiral stair tutorial for DeleD and discovering player step height in Sandbox. Ran into a problem though...
The default collision makes it impossible for the player to climb the stairs. From what I can tell the collision is basically the same size as the bounding box around the mesh.
Is there a way to make custom collision meshes or to make a mesh collide in certain parts only?
Another off-the-subject question here... I read that mmodel is depreciated. So is there another command that is better to use then mmodel for importing models? NOTE: Originally I said importing maps here but I meant models.
Thanks for all the help!
- DreamBliss
Hi! Welcome to the forum for Platinum Arts Sandbox Free 3D Game Maker. I currently have the forums locked as I am attempting to properly update them.
In the meantime please join the new Discord Server!
If you have any questions please e-mail me through the Platinum Arts website.
In the meantime please join the new Discord Server!
If you have any questions please e-mail me through the Platinum Arts website.
Collision for a custom stair mesh?
- DreamBliss
- Member
- Posts: 56
- Joined: November 28th, 2012, 5:06 pm
- Name: DreamBliss
- Location: Lost on the Way...
- Contact:
Collision for a custom stair mesh?
Last edited by DreamBliss on December 19th, 2012, 5:52 pm, edited 1 time in total.
State what you want for your reality,
But let the universe fill in the details.
My Forums
http://spiritualexplorers.zymichost.com/index.php
But let the universe fill in the details.
My Forums
http://spiritualexplorers.zymichost.com/index.php
-
- Support Team
- Posts: 2458
- Joined: April 27th, 2010, 5:31 pm
- IRC Username: CP
Re: Collision for a custom stair mesh?
Yes, you can turn off collisions by using the mdlclip command in the model.cfg, but that only applies to the bounding box you mentioned before.DreamBliss wrote:The default collision makes it impossible for the player to climb the stairs. From what I can tell the collision is basically the same size as the bounding box around the mesh.
Currently, no. What you're asking for is collision detection, which is not yet implemented in Sandbox and might not ever be. However, if you're trying to make a spiral staircase, I recommend you look at the Sauerbraten map "spiralz", which features many spiral staircases. As such, there may already be a video tutorial on making spiral staircases out of geometry.DreamBliss wrote:Is there a way to make custom collision meshes or to make a mesh collide in certain parts only?
Mmodel is used to import 3D models, not actual maps for Cube 2. Where would you be importing maps from?DreamBliss wrote:I read that mmodel is depreciated. So is there another command that is better to use then mmodel for importing maps?
In any case, you're probably looking for the old exportocta and such.
Julius wrote:Contribute to http://www.opengameart.org NOW!
Save the wiki!
- DreamBliss
- Member
- Posts: 56
- Joined: November 28th, 2012, 5:06 pm
- Name: DreamBliss
- Location: Lost on the Way...
- Contact:
Re: Collision for a custom stair mesh?
OK, well that's a big let down. Means that even though I can import models into Sandbox/Cube 2/etc. that the feature is useless, because I can't have anything more than basic collision. So the only way to make detailed maps is with geometry. That may be enough to drive me away from Sandbox.
I mean sure I can import bits and pieces, as long as the only collision needed is the bounding box around a mesh that's OK. I may also be able to use rough cube map geometry or noclip for parts of a mesh that a player would interact with, turning the collision off for a model.
Well I'll have to think about this. That's really sad that there is only rudimentary collision detection for models. I'll play around and figure out what I want to do.
The spiral stair tutorial was for DeleD. Sort of my own little tradition. I did a spiral stair tutorial for Max and Morrowind a number of years back. It's a good way to simply introduce a more advanced modeling/texturing process, as well import/export/scale. I'll look for the map you recommended.
I meant import models, not maps. Edited my original thread and added a note.
Thanks for the help -
- DreamBliss
I mean sure I can import bits and pieces, as long as the only collision needed is the bounding box around a mesh that's OK. I may also be able to use rough cube map geometry or noclip for parts of a mesh that a player would interact with, turning the collision off for a model.
Well I'll have to think about this. That's really sad that there is only rudimentary collision detection for models. I'll play around and figure out what I want to do.
The spiral stair tutorial was for DeleD. Sort of my own little tradition. I did a spiral stair tutorial for Max and Morrowind a number of years back. It's a good way to simply introduce a more advanced modeling/texturing process, as well import/export/scale. I'll look for the map you recommended.
I meant import models, not maps. Edited my original thread and added a note.
Thanks for the help -
- DreamBliss
State what you want for your reality,
But let the universe fill in the details.
My Forums
http://spiritualexplorers.zymichost.com/index.php
But let the universe fill in the details.
My Forums
http://spiritualexplorers.zymichost.com/index.php
- kddekadenz
- Member
- Posts: 423
- Joined: July 17th, 2011, 11:02 am
- Name: kdd
- Contact:
Re: Collision for a custom stair mesh?
You still can do a workaround with the clip material if the model does not move.
Kelgar is an advanced RPG beeing developed in Sandbox
- DreamBliss
- Member
- Posts: 56
- Joined: November 28th, 2012, 5:06 pm
- Name: DreamBliss
- Location: Lost on the Way...
- Contact:
Re: Collision for a custom stair mesh?
Please tell me more!
- DreamBliss
- DreamBliss
State what you want for your reality,
But let the universe fill in the details.
My Forums
http://spiritualexplorers.zymichost.com/index.php
But let the universe fill in the details.
My Forums
http://spiritualexplorers.zymichost.com/index.php
- kddekadenz
- Member
- Posts: 423
- Joined: July 17th, 2011, 11:02 am
- Name: kdd
- Contact:
Re: Collision for a custom stair mesh?
Okay, as you wish.
Place your model first and be sure that it has no collision.
Now place cubes where it should collide.
Repeat for every cube:
Place your model first and be sure that it has no collision.
Now place cubes where it should collide.
Repeat for every cube:
- delete
press F3
click on the material clip press ESC
Kelgar is an advanced RPG beeing developed in Sandbox
- DreamBliss
- Member
- Posts: 56
- Joined: November 28th, 2012, 5:06 pm
- Name: DreamBliss
- Location: Lost on the Way...
- Contact:
Re: Collision for a custom stair mesh?
Thank you -
- DreamBliss
- DreamBliss
State what you want for your reality,
But let the universe fill in the details.
My Forums
http://spiritualexplorers.zymichost.com/index.php
But let the universe fill in the details.
My Forums
http://spiritualexplorers.zymichost.com/index.php