Also, what Fabrice hasn't mentioned (I think), is that you can't just add a bunch of cubes together and hand it over to the BSP generator. "Solid" regions (the inside of walls, the outside of the world, etc) can't contain anything, so you can't stack intersecting cubes as walls: For example: http://derschmale.com/bspInters.jpg
Then one more thing, imagine being "outside the world". So if you have a house, and that's your only region. Now imagine being outside the house. You can't have any outside walls there. Walls basically give the bsp system the signal that "hey, where I'm pointing, the player can go" (so only the region between the outer and inner wall would be considered "solid"). In other words, since that creates a link between solid space and (albeit unintended) non-solid space: that's a leak and will cause errors. Hope that helps, David On Thu, Aug 26, 2010 at 11:51 AM, le_unam <[email protected]> wrote: > oh yes fabrice thats it ... the picture explains excatly what i did > wrong ... thank you! > > On 26 Aug., 10:59, Fabrice3D <[email protected]> wrote: > > > hmmm i guess the bsp/vps doesnt recognize oter walls of a cube ... > > > > Would be lots of work just to support Cube collision don't you think??? > :)) > > > > Of course it does. All outputs straight from Prefab are with active > collision detection. > > If you have played with tree booleans values, its indeed possible you > have set it off. > > but seeing the examples and reading the messages I think its simply > because you do not set the collision on. > > > > > Problems come when i try to add walls into this room. > > > > K, lets let first start by the beginning. > > > > You need to have a model perfectly enclosed, the cube is an example I > gave you to make you understand you need a perfectly enclosed "solid" model. > > You indeed can build a room by making a simple cube and add elements to > it... that was an example to help you understand. > > > > if you want to set collision detection per added elements, do like this: > > > > myMesh.collider = true; > > tree.addChild(myMesh); > > > > To build a series of rooms, you need proceed otherway... Just made this > little image to clarify a bit more. > http://www.closier.nl/playground/bsproom.jpg > > What you are doing is the A case, while you should build as the B case. > > > > The art is to keep the tree as simple as possible, so you add elements > such as tables, chairs etc later on as dynamic objects. > > Sometimes it can be wize to merge some element into the main tree. > > > > Hope it helps a bit. > > > > Fabrice > > > > On Aug 26, 2010, at 8:54 AM, le_unam wrote: > > > > > hmmm i guess the bsp/vps doesnt recognize oter walls of a cube ... > > > only the inner ones, so that we have to build our terrain in many > > > cubes where we walk in ... you know what i mean? maybe it is wrong but > > > its a guess ^^ > > > > > On 26 Aug., 07:56, bebensiganteng <[email protected]> wrote: > > >> i have the same problem > > > > >>http://labs.bebensiganteng.com/flash/prefab/ > > > > >> if you see the environment i can walk through the buildings, anybody > > >> knows why? > > > > >> On Aug 25, 6:40 pm, le_unam <[email protected]> wrote: > > > > >>> When trying to create my building for Prefab BSP/VPS something goes > > >>> wrong everytime. An easy room existing from only one cube with > > >>> invertedfaces is no problem. Problems come when i try to add walls > > >>> into this room. Fabrice showed me a link from derschmale with the > > >>> "rules" and its okay i think i understand them, but problems are > > >>> coming although i was following these rules. Shell i create the walls > > >>> inside with cubes or with planes? I tried both and nothing works with > > >>> collision detection. They are shown but i can walk trhough. Hmm maybe > > >>> someone can give me some more guidelines. > > > > >>> Thank you! > -- David Lenaerts Flash platform developer http://www.derschmale.com
