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Meshes with proper colisions in Unreal Engine 1

Posted: Sat Oct 25, 2008 5:32 pm
by Jet v4.3.5
I would have such a great time editing if someone were to make static meshes where the collisions match the mesh instead of that cylinder collision. If someone could like create a mesh that has something player block like points around the mesh would follow its exact shape, making it solid all the way around. If it could be like an update to MeshMaker, except for the way you can only have like eight textures, that would be even better if that was changed. Anyway, anyone who knows how to code in UED might want to look into something like that. -Jet v4.3.5

Re: Meshes with proper colisions in Unreal Engine 1

Posted: Sun Oct 26, 2008 5:54 pm
by Raven
I think it should be update to the engine not MeshMaker :). If multiskin number will be changed, it'll require deeper tests to see how this change would affect the engine, plus IIRC multiskins doesn't work with skeletal meshes. As for SM, basic static mesh like system was released (with sources) for UT (without any collision detection system).

Re: Meshes with proper colisions in Unreal Engine 1

Posted: Sun Oct 26, 2008 7:42 pm
by .:..:
Implementing collision detection is really easy but I'm not that good at 3D traceline maths.

Re: Meshes with proper colisions in Unreal Engine 1

Posted: Sun Oct 26, 2008 7:49 pm
by []KAOS[]Casey
there IS a way to do it with 224/225/226f/b, but it usually doesn't work.

example : http://www.klankaos.com/tripbomb.u

summon tripbomb.tripbombpickup

the laser mesh uses BSP collision, so its technically "perfect"

I do not have the source anymore {at the moment.. long story}, but it requires using maps, exporting them, reimporting, and general tom-foolery of the engine

But it's stable, for non-moving objects, []Pcube[] says it's unstable for playerpawns, but as i said i could never get it to work very often..

Re: Meshes with proper colisions in Unreal Engine 1

Posted: Thu Oct 30, 2008 10:43 am
by Skw
Static mesh support in U1 would be great! No BSP-holes anymore!