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Re: Unreal source code

Posted: Fri Apr 09, 2010 11:57 pm
by Gizzy
a generic "no"
LOL, what a fitting summary.
Heh, it just seems like the kind of answer Epic would give :P

Re: Unreal source code

Posted: Tue Apr 13, 2010 2:56 pm
by creavion
if you have access to g_25 or higher{no higher is out yet as of this post}

set an actor's bUseMeshCollision true

Try it on a plant with a trace weapon like a minigun

ie:

open harobed -> set decoration busemeshcollision true -> ??? -> go nuts!

It only works on frame 0 of the actor's mesh and will work only if it's non-moving. It's setup fine for traces, touch/bump{could be useful for trip lasers}
Indeed thats freaking good. Nearly Static meshes. Can it be used with many meshes without possible perfo problems?

Re: Unreal source code

Posted: Tue Apr 13, 2010 4:32 pm
by []KAOS[]Casey
I have a pretty lame computer by today's standards, a P4 2.2 ghz and I see no real performance hit with mesh collision

edit: keep in mind this will work with custom meshes, and you can make a level entirely out of a mesh and it will function normally, although lighting suffers due to gouraud shading, and there's a limit to multiskins on 3ds2unr, although there should eventually be a brush->mesh function.

Re: Unreal source code

Posted: Sun Apr 18, 2010 12:02 am
by unregistered
ex member

Re: Unreal source code

Posted: Sun Apr 18, 2010 10:16 am
by .:..:
This isn't the same collision as collision mesh actor? Because I cannot have concave shapes with collision mesh actor, it causes unreal to crash as soon as one pixel of that mesh becomes visible.
No, that actor uses some lame open source collision code I found from the Internet.