Advertisement

3d studiomax collison detection

Started by January 19, 2002 11:40 PM
6 comments, last by GameDev135 22 years, 11 months ago
I am making a 3d game with directx. My 3d modeling program is 3d studio max. I was told by a friend that there is a way with 3d studio max to set objects so that when something hits them, there is a collision and they bounce off each other. (unfortunately, he couldn't show me at the time.) The way the program is set up currently, the car (it is a racing game) is a separate file from the world. (I think I need this because I want the user to be able to select from different cars, and a different number of opponents, so I dont think i could have them built into the scene to begin with.) So I need the objects in the world (such as trees and rails) to have anything bounce off of them, not just any specific object within the scene. A few questions: 1) How do I set the object have this collision property? 2) When I export to *.3ds and then use conv3ds to convert it to a *.x file, will this property remain on the object? Edited by - GameDev135 on January 19, 2002 12:55:19 AM
Feel free to email me at NYYanks432@hotmail.com if you have any questions
Under Space Warps > Particles Only you''ll find a bunch of deflectors. Actually, now that I look at them again these are only used for deflecting particles =/
In any case, I''m 80% sure collision is set up in the engine seperate from max. I could be wrong though.

Also I was wondering, what do you use to convert .3ds files to .x?
Advertisement
last i checked, 3dsmax could do it in the export menu, or did when i used it
"Luck is for people without skill."- Robert (I Want My Island)"Real men eat food that felt pain before it died."- Me
Yeah, I had also thought that the collision detection was separate. But I have no idea how to do it separately because the only coordinates that I can get are the coordinates for the borders of the model. How can I have it get coordinates of individual objects inside the world?

Btw, directx comes with a utility called conv3ds. That is what I use to do the conversion.


Dan
Feel free to email me at NYYanks432@hotmail.com if you have any questions
Collision detection is set up seperately per say. When i worked on Spashdown, we made the collision object in Max that closely resembled the actual object''s geometry. we would then use a plugin for Max that was written in house and export the collision object with the proper file ext......hope this helps!
Those who can, do. Those who can''t, become critics.
So every object of each level is built in the same *.max file then and I somehow have to retrieve the coordinates in the c++ file, right?

Thanks, so far this has cleared things up a lot.
Feel free to email me at NYYanks432@hotmail.com if you have any questions
Advertisement
sleepyweasle is correct that collision detection in a game is separate from max. However max does support collision detection, but it is only useful for animations that take place inside of max. I believe you can setup collision detection through dynamics.

--
http://www.3dcgi.com/
Seems like there are a bunch of different ways to do collision detection. Everything I''ve read or seen, seems to be done in the actual coding of the game. Seems like using hitboxes is one of the more popular techniques for 3d games. Of course if accuracy is in collision is important that isn''t the way to go, but for an arcade racer probably just fun.

Here''s a real insightful article:
http://www.ddj.com/documents/s=983/ddj9513a/
http://www.ddj.com/search.htm?search=collision+detection

This topic is closed to new replies.

Advertisement