Re: [Algorithms] Collision and visibility detection
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From: Leigh M. <lei...@co...> - 2002-11-21 03:51:45
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Not sure if this is OT or not but how do you do your physical materials in Max? I made a scripted plugin and added some of my own fields. So now a material has flags for visable and collidable. When I export I do one pass for all the visable and then a second pass gathers the collidable and makes a collision mesh from them. Actually I reworte the whole interface to map more to OpenGL like parameters and added multi-texture stuff. I think RenderWare does something simular. The thing is thats it a pain to manage your own material plugin since Max script has lots of "Can't get there from here" in it. So the more specific question is, do you tag it someother simpler way. I really think that XML should fit into this somehow :) Leigh ----- Original Message ----- From: "Douglas Cox" <zi...@ho...> To: <gda...@li...> Sent: Wednesday, November 20, 2002 9:51 PM Subject: RE: [Algorithms] Collision and visibility detection > >After you get a few properties, you save a lot of memory if you > >do "physical materials" just like rendering has render materials, > >each referred to by many triangles. > > We do the same. Materials for visible geometry, and 'surfaces' for > collidable geometry. Since we use two different sets of tris, the artist > just use materials in Max applied to collision geometry to denote surfaces. > Then the surfaces are configured in our editor for footstep effects, touch > events, collision masks, etc... > > -doug > > _________________________________________________________________ > MSN 8 with e-mail virus protection service: 2 months FREE* > http://join.msn.com/?page=features/virus > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > |