Questions specific to OpenMW-CS can be asked, and content development related topics can be discussed here
- Posts: 1386
- Joined: 04 Sep 2011, 08:33
psi29a wrote: ↑
16 May 2018, 10:01
Chris wrote: ↑
16 May 2018, 09:56
No, because applying LOD to collision is just asking for trouble. If LOD meshes contain a collision mesh, it would be ignored. Either the full collision mesh would be used because things can collide with it, or there is no collision because it's out of the play area.
So in theory, we could have actors/npcs/monsters running through trees, houses, castles, etc..
If it's possible for an actor to exist somewhere, it should be considered close enough for the other object's collision model to exist. Though this would need some fixes to not be strictly cell-based (or to search more cells to see if any have objects that cross into a loaded cell, and ensure their collision is loaded).
I was worried about if gravity is applied, is it the collision mesh that keeps it from falling through the terrain? (Yes,I know.. they aren't statics.)
The collision shape prevent actors from falling through the terrain, which don't use collision meshes (they use capsules or cylinders, which do point tests with scales and offsets, instead of a mesh). Statics and activators don't have gravity applied, so wouldn't fall. In the future, with things like rigid bodies using custom collision meshes, the full collision LOD would be used regardless of the visual LOD.
- Posts: 44
- Joined: 08 Apr 2014, 07:06
- Location: Russia/Siberia
Thanks for information everybody! =)
Who is online
Users browsing this forum: Lazaroth and 2 guests