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
