Marcus Posted December 2, 2009 Share Posted December 2, 2009 Sorry if this is really easy to do, but how do I enable collision on all of the trees in the sample scene? It is cool to be able to render a lot of trees, but if it doesn't perform well it means nothing. I would like to test it out, can someone help me? Link to comment Share on other sites More sharing options...
Josh Posted December 2, 2009 Share Posted December 2, 2009 This is presently not supported, but rest assured it will be soon. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Marcus Posted December 2, 2009 Author Share Posted December 2, 2009 Ah ok, cool. Look forward to it. Link to comment Share on other sites More sharing options...
Marleys Ghost Posted December 2, 2009 Share Posted December 2, 2009 This is presently not supported, but rest assured it will be soon. Now that, will be very handy. AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
cocopino Posted December 3, 2009 Share Posted December 3, 2009 This is presently not supported, but rest assured it will be soon. YES! Are you going to allow us to have our own collision model, in other words: will it use the phy file? desktop: Quad core Q6600 + 4GB + ATI HD4890 + XP laptop: Dual core T6400 + 4 GB + NVidia 9600M GT + Vista 32 Link to comment Share on other sites More sharing options...
Josh Posted December 3, 2009 Share Posted December 3, 2009 Yes. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Marcus Posted December 12, 2009 Author Share Posted December 12, 2009 Any updates on this? Link to comment Share on other sites More sharing options...
Josh Posted December 13, 2009 Share Posted December 13, 2009 No. I don't have much time right now but at the end of next week will be back to normal. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Chiblue Posted February 2, 2010 Share Posted February 2, 2010 Do we have a fix to support the collisions on trees? this would be very helpful, also is there a work around? Still working on understanding this but is is not possible to just define the mesh as the collision object? If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
cocopino Posted February 3, 2010 Share Posted February 3, 2010 "Do we have a fix to support the collisions on trees? this would be very helpful, also is there a work around?" If you can decipher the vegetation.dat file, you could place your collision objects with code. But otherwise, the vegetation tool shouldn't be used for objects that need collision (e.g. trees) "Still working on understanding this but is is not possible to just define the mesh as the collision object?" Not using the vegetation tool. With normally placed models, you can have any collision object you like, created with the phygen tool. When placing a model without a phy file in Sandbox, the engine will try to generate a phy file based on the mesh. desktop: Quad core Q6600 + 4GB + ATI HD4890 + XP laptop: Dual core T6400 + 4 GB + NVidia 9600M GT + Vista 32 Link to comment Share on other sites More sharing options...
Chiblue Posted February 5, 2010 Share Posted February 5, 2010 cocopino, are you trying to use the collision within editor or are you having issues within Gamelib when using the scene? If like me the issue is the Gamelib code I have made a mod to my version that allows the collisions to work within the Gamelib code.. If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Pixel Perfect Posted February 5, 2010 Share Posted February 5, 2010 I don't think cocopino is having collision issues at all, I think he was just answering your question. Collision is not currently supported on objects placed using the Vegetation Layer function, its fully supported with anything else. Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
VicToMeyeZR Posted February 5, 2010 Share Posted February 5, 2010 So if you place with the vegetation tool, and put a phy file and a lua file and set the collision in the lua file, it will not process it? AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 5, 2010 Share Posted February 5, 2010 As pointed out "Collision is not currently supported on objects placed using the Vegetation Layer function" AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
VicToMeyeZR Posted February 5, 2010 Share Posted February 5, 2010 well thats just crazy... Why wouldn't the engine render the trees and its scripts the same way? It shouldn't matter how you load them AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 5, 2010 Share Posted February 5, 2010 Posted 02 December 2009 - 05:00 AM This is presently not supported, but rest assured it will be soon. AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
VicToMeyeZR Posted February 5, 2010 Share Posted February 5, 2010 lol. I got the idea MG, I just don't understand why you would break it, just to put it back in. Seems backwords AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 5, 2010 Share Posted February 5, 2010 I dont recall veg layers ever having collisions .. so not sure if it did get broke to be put back in .. AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
VicToMeyeZR Posted February 5, 2010 Share Posted February 5, 2010 well yeah, if you load it as a veg layer, I guess that makes sense. I was thinking on entity basis. AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 5, 2010 Share Posted February 5, 2010 I was thinking on entity basis. but your Q was "if you place with the vegetation tool" AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Josh Posted February 6, 2010 Share Posted February 6, 2010 well thats just crazy... Why wouldn't the engine render the trees and its scripts the same way? It shouldn't matter how you load them Vegetation is rendered with a highly specialized system that is designed specifically for drawing large numbers of static repeating objects. You would never be able to render 100,000 trees using the conventional entity system. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
VicToMeyeZR Posted February 6, 2010 Share Posted February 6, 2010 gotcha. That makes sense AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD Link to comment Share on other sites More sharing options...
cocopino Posted February 6, 2010 Share Posted February 6, 2010 "You would never be able to render 100,000 trees using the conventional entity system." That's highly understandable, but it sure would be nice to have both collision and the automatic LOD function working together, either by using the vegetation tool or by manually placing an object. desktop: Quad core Q6600 + 4GB + ATI HD4890 + XP laptop: Dual core T6400 + 4 GB + NVidia 9600M GT + Vista 32 Link to comment Share on other sites More sharing options...
Marcus Posted February 6, 2010 Author Share Posted February 6, 2010 The vegetation system just doesn't make sense to use without collision. What is the point of trees with no collision? Link to comment Share on other sites More sharing options...
Canardia Posted February 6, 2010 Share Posted February 6, 2010 It is planned to make the vegatation collidable, and if I remember right, Josh had even an idea how to make them interactive, like in Crysis. ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
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