Collision in Asterix only has a mesh for where Asterix can stand and each edge can have a "Wall" that stops him from crossing it, this wall is always vertical and goes straight up meaning the top vertices align with the bottom ones on the x and y axis (assuming z is height)
adrientd
yup, here is some quick illustration in made in mspaint
adrientd
Collision model consists of three primitives:
- ground, that Asterix can walk on, which is just a triangle, taking 3 vertices
- finite wall, taking 2 vertices for the wall's base, and 2 numbers for the height (extending vertically from each vertex)
- infinite wall, same finite wall, takes 2 vertices, but has no heights, instead it's assumed to be extended vertically infinitely
mr.rubinshtein
okay i see it more or less
adrientd
Note that, you cannot for example make a wall out of ground triangles, the game will fail to detect, you have to use the wall constructs
mr.rubinshtein
owwwwwww now i got it
mr.rubinshtein
thanks a lot this was very well illustrated and explained
mr.rubinshtein
so that means that there needs to be separate "walls" that will play the roles of collision and will calculate it the way you will set it up
mr.rubinshtein
and it needs to be exclusively quads to work out
mr.rubinshtein
because walls can be set to a specific height by connecting from A to B
or they can have a hypothetical end somewhere where they connect and create infinite wall
pegperegogaucho
Yup
pegperegogaucho
Wall importing is definitely a milestone in XXL modding
adrientd
Note that that way limits how you can make walls, like if you want to make a triangle-shaped wall, you need to be creative using quads to form a triangle