aiaf Posted March 6, 2019 Share Posted March 6, 2019 I created a map by extruding a cube in blender. The level is a bunch of corridors, i want to walk inside the corridors. anotherlevelblend.blend anotherlevelblend.fbx I imported that model and added the physics (Rigid body , Scene). Fps player falls through scene , i added a invisible box to prevent that. I want to walk inside this corridors with physics , at the moment i get thrown out of the walls. And drawing looks odd as if just some faces are drawn. Maybe im missing something , can this map be usable how it is now? Quote I made this with Leadwerks/UAK: Structura | Stacky Desktop Edition Website: Binary Station Link to comment Share on other sites More sharing options...
Slastraf Posted March 6, 2019 Share Posted March 6, 2019 Faces are made of verticles which are connected by edges , which are filled by the face. You can only see it from one side, thus the name. if you want to make a corridor which you can see from both sides you need to keep this in mind from start. The problem is that the mesh algorithm for create physics mesh thinks this is a solid normal model. if you go with the camera inside the model (in LE) you can see trough it. The face is "facing" outside := the normals are pointing outwards. If you want to have a proper collision mesh you need to somehow make faces that are on the inside and have normals looking inside. In blender, you can use the "Solidify" modifier to make this happen. It will make the mesh both inside and outside, with faces for each side. 1 Quote Link to comment Share on other sites More sharing options...
aiaf Posted March 7, 2019 Author Share Posted March 7, 2019 Solidify modifier fixed this , thnks Quote I made this with Leadwerks/UAK: Structura | Stacky Desktop Edition Website: Binary Station Link to comment Share on other sites More sharing options...
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