What's a nondrawable collider mesh?

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What's a nondrawable collider mesh?

Postby bnewton81 » Tue May 31, 2011 3:38 pm

Topic pretty much says it all.
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Re: What's a nondrawable collider mesh?

Postby Aloys » Tue May 31, 2011 4:19 pm

It's a model that is used only as a collider and is invisible ('nondrawable') in the game. Collisions use a lot of performance, so often when you want to set up your collision for a scene it is a good idea to create a very simple mesh that will be an low-detail approximation of the area used for collision.
If you import some of the Cyan Ages you will see they use that everywhere. (see the 2nd layer in blender in the imported age)
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Re: What's a nondrawable collider mesh?

Postby GPNMilano » Tue May 31, 2011 4:33 pm

Aloys wrote:If you import some of the Cyan Ages you will see they use that everywhere. (see the 2nd layer in blender in the imported age)


Depending on which version of PyPRP you use to import, they may no longer be on the second layer. Early versions of PyPRP's importer sorted objects by layer depending on their properties. However this feature became obsolete during later versions. And now everything imports to layer 1.
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Re: What's a nondrawable collider mesh?

Postby bnewton81 » Tue May 31, 2011 4:40 pm

Oh thanks. I guess i should have known this then, because I use them. lol But I heard reference to them lately and it was that a guy was using alcscripting to reference each one? or something. I have another post about scripting so i won't get into my complete bafflement on the subject. Thanks guys.
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Re: What's a nondrawable collider mesh?

Postby Paradox » Tue May 31, 2011 5:11 pm

The reason for alcscripting is to cut down on file bloat.

Most people build their visual object, and then build a collider object. At export, that produces 4 objects (2 scene objects, 1 draw interface, and 1 simulation interface).
With AlcScript, you can tell PyPRP to only export 3 objects (1 scene object, 1 draw interface, and 1 simulation interface). AlcScripting tells the visual object to use the collider mesh, rather than exporting it as a separate object.

Some of us who are OCD about file bloat, or people who like to hand-edit the exported files, prefer to use AlcScript to manually force these sorts of things to happen.

In PlasmaMax, you can do the same thing by choosing the collider mesh as a proxy collider of the visual object.
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