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#editor

mr.rubinshtein
maybe there are some settings somewhere in the code for editing that limitation you mentioned
mr.rubinshtein
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
adrientd
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.
mr.rubinshtein
maybe they stumbled upon some problem
mr.rubinshtein
and needed to do it there the only way possible?
adrientd
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
mr.rubinshtein
because whenever i want to create collision in engine i never use the defaul collision presets cause they are trash
mr.rubinshtein
can you elaborate?
mr.rubinshtein
regarding *"to be careful about the limitations of walls being vertical quads and not triangles"*
mr.rubinshtein
you mean like geometry that consists of only quads
mr.rubinshtein
?
mr.rubinshtein
and purely is built in quads
mr.rubinshtein
buildings should be just boxes in asterix isnt it? engine converts quads to triangles automatically
mr.rubinshtein
so it shouldnt have any problem with processing it right?
adrientd
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
adrientd
But my editor will only detect walls if you export them as quads
mr.rubinshtein
:ThonkSpin:
mr.rubinshtein
i see
mr.rubinshtein
a bit mind bending for me
adrientd
Maybe I need to explain how collision models are stored.