Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "Michael Hough" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: SOLID GROUND Date: Thu, 4 Dec 1997 00:42:10 -0800 Organization: SCEA News Server Lines: 21 Message-ID: <665q7b$2b01@scea> References: <3485A7CD.1D6B@earthlink.net> NNTP-Posting-Host: delirium.Stanford.EDU X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Linda J. Hodge wrote in message <3485A7CD.1D6B@earthlink.net>... >Hi have been working on some floors and I was wondering how I would go >about making it so that my models can not go straight through the >Texture Mapped polygons?Oh yeah and has someone made demos with more >than >1 TMD file with AI and all? There're no built-in routines to do what you ask, as far as I know; it's hard to generalize because so much depends on your models and floors. You (should) know the boundaries of both the model and the ground, as you've created both of them. Then somehow ensure that your model is always on the proper side of the ground. As for demos, the 'survival' demo is absolutely worth looking at--it has some AI, multiple tmd files, and it's modular enough for you to rip a lot of it. It does collision detection, though I don't remember the precise mechanism. mike