View Full Version : Contact between Actors
Orione
26th Apr 2005, 01:13 PM
I'm working on drawing a pool table to implement a pool game in an UT2003 map. I've got a pool table and pool balls, but when I drop them on the table,they seem to "float" over it. Their physics is set to PHYS_Falling, but even if they fall at start, then they rest some cm over the table surface.
How could I improve this?
And how could I draw ball's shadows? I've a light in the room, but no shadows appear on the table? Do I have to use a projector, or the reason for the shadow not appearing is still due to the distance between balls and the table surface?
Thanks for any hint, Orione
Orione
28th Apr 2005, 09:50 AM
Still no solution for this drawing problem.. I think it's due to my very low experience as mapper in UT2003 (and in graphic in general).
My pool balls still seem to float over the table, some cm over the surface.
I tried also adding a block volume as brush for the table, but still no solution.
I also tried modifying the collision cylinder for balls, but they pass from float over the table (height=2.0) to being merged in it (just half of the ball is drawn) (height=2.5).
If you want to see some picture and have a better idea of the problem: http://adamant.altervista.org
Hope this could help someone to help me
Thanks, Orione
Angel_Mapper
28th Apr 2005, 02:58 PM
Have you tried adjusting the CollisionHeight and CollisionRadius in the editor? You can get a more accurate picture of what it's going to do there.
Orione
29th Apr 2005, 07:57 AM
Have you tried adjusting the CollisionHeight and CollisionRadius in the editor? You can get a more accurate picture of what it's going to do there.
In my prevoius post I was referring exactly to CollisionHeight and CollisionRadius when I said that I changed height to 2.0 and 2.5
With 2.0 only half of the ball is draw, with 2.5 it seems to float over the table. Maybe the second is just an impression, but everyone who sees my pool table says me the same.
Values of CollisionHeight between 2.0 and 2.5 result in merge or float, and this seems absurd to me as there has to exist a value for "almost perfect" contact.
Thanks, Orione
Angel_Mapper
29th Apr 2005, 03:55 PM
Hmm. You could try turning off cylinder collision and just let it use the collision of the mesh itself.
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