| AdrienTD | and that's the part of Rome with the crying baby 👶 |
| AdrienTD | it's the only part I can see entirely assembled |
| AdrienTD | Sadly the missing parts of Rome don't have models |
| Martyste Tendertail | Yeah the models of beta rome existed at some point but were removed from the precompilation. |
| Martyste Tendertail | Toutatis only knows what happened to these files... |
| Martyste Tendertail | @AdrienTD can you send me all the Rome collisions in one blend file? |
| AdrienTD | @Martyste Tendertail I will see |
| AdrienTD | |
| AdrienTD | |
| AdrienTD | For some reasons the missing parts are not connected to each other, but the others are. |
| AdrienTD | There are only static collision mesh (that don't change ingame) |
| AdrienTD | Because there are also dynamic collision mesh (CDynamicGround) that I haven't extracted yet |
| AdrienTD | Also some walls (especially those who have infinite height) aren't present neither |
| Martyste Tendertail | Don't worry, the infinite walls probably don't exist. |
| Martyste Tendertail | The collision system is nearly identical to Super Mario 64's |
| Martyste Tendertail | Simply put, the collision is seen as a 2D plane first |
| Martyste Tendertail | and wherever there's no ground ( void ), nothing can go through |
| Martyste Tendertail | wall collisions are placed if there's multiple floors |
| AdrienTD | hmm, maybe you're right |
| Martyste Tendertail | This why caves can have all that fancy curving without having Asterix slide on them: the collision stops at the floor. |