maybe there are some settings somewhere in the code for editing that limitation you mentioned
to me the most logical solution seems like the creation of collision from the triangles as it is
or the most least cost way is manually creating planes around the level and making them invisible in game while they have solid collision on them
Yeah, I've seen in Normandy there is that CWall class, which seems to be a more advanced wall, but it's never used elsewhere, and it's never seen in the next games.
maybe they stumbled upon some problem
and needed to do it there the only way possible?
If your level geometry is simple enough you could also take it as the collision, but you still need to be careful about the limitations of walls being vertical quads and not triangles
because whenever i want to create collision in engine i never use the defaul collision presets cause they are trash
regarding *"to be careful about the limitations of walls being vertical quads and not triangles"*
you mean like geometry that consists of only quads
and purely is built in quads
buildings should be just boxes in asterix isnt it?
engine converts quads to triangles automatically
so it shouldnt have any problem with processing it right?
You can have your collision model have triangles, or even pentagons, hexagons, etc.: my editor converts them to triangles if they are considered as ground and not wall
But my editor will only detect walls if you export them as quads
a bit mind bending for me
Maybe I need to explain how collision models are stored.