That's case "A" shown on my jpg.
To say it another way: everything that you can name "wall", "ceiling", "floor" 
should be builded using case B (using no evil cubes)
Stuff like doors, furnitures should be addChilded to tree.

Fabrice


On Aug 26, 2010, at 1:45 PM, le_unam 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

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