ah okay ... i understand thank you = )

On 26 Aug., 13:50, David Lenaerts <[email protected]> wrote:
> It might work, given that your base geometry is correct. BUT: that would be
> completely defying the purpose of bsp/pvs, since in that case you're
> basically doing the same thing as before, and perhaps even make it worse.
>
>
>
> On Thu, Aug 26, 2010 at 1:45 PM, le_unam <[email protected]> wrote:
> > When i create a cube which represents the outer walls, the ground and
> > the top of my house and export this as my house. then i create the
> > walls and export them as a bundle and add them as mesh.collider to the
> > tree .... would it work?
>
> > On 26 Aug., 12:40, David Lenaerts <[email protected]> wrote:
> > > 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 developerhttp://www.derschmale.com
>
> --
> David Lenaerts
> Flash platform developerhttp://www.derschmale.com

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