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#1 7-Oct-2011 20:38:39

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,477
Website

using an organically shaped room as a collidable object

colleagues:nt

i have posted a scene to: http://ifam.net/openspace/cyclpean_room/web/index.html

i would like the big room to be a static object that an avatar can collide with. when i enable physic on the scene tree, the room begins to fall down due to gravity. how can i make an organicly shaped object fixed and collidable?

Last edited by hebdemnobad (8-Oct-2011 03:43:32)

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#2 8-Oct-2011 01:03:44

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,091
Website

Re: using an organically shaped room as a collidable object

there still spaces in the name
openspaceprojects/normal great race cyclopean room/cyclpean_room.xos

the scene do not load good

I added an issue on the redmine about that

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#3 8-Oct-2011 01:05:12

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,091
Website

Re: using an organically shaped room as a collidable object

to answering your question smile

set the physic room shape as collisiontree for static and exact collisions

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#4 8-Oct-2011 04:07:51

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,477
Website

Re: using an organically shaped room as a collidable object

arkeon wrote:

to answering your question smile

set the physic room shape as collisiontree for static and exact collisions

I did that and then, using either walkthrough or fps navigation modes, the avatar just got stuck, unable to move in any way. when i have time i'll repost the scene (with a no space file name) along with some screen shots of the physic dialogs for both the scene and the room object itself.

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#5 8-Oct-2011 18:59:23

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,477
Website

Re: using an organically shaped room as a collidable object

hebdemnobad wrote:
arkeon wrote:

to answering your question smile

set the physic room shape as collisiontree for static and exact collisions

I did that and then, using either walkthrough or fps navigation modes, the avatar just got stuck, unable to move in any way. when i have time i'll repost the scene (with a no space file name) along with some screen shots of the physic dialogs for both the scene and the room object itself.

i somehow forgot how i got the room to work as a static, complex collision object aside from setting the room shape to collisiontree, but it works.:)

http://ifam.net/openspace/cyclopean_roo … index.html

now to stick one of my ogre montsers in it....use a normal map shader that also uses lightmaps, the glow compositor, and see if my older piv can handle it aside from the i3 i'm using to do openspace work on.

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#6 8-Oct-2011 19:03:40

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,091
Website

Re: using an organically shaped room as a collidable object

yes your link work now

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