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Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: kingbear on 2010-10-12 12:34:53

Title: Collision detection with pre-rendered background?
Post by: kingbear on 2010-10-12 12:34:53
Hi all,

Some great content on here!


I have a few questions relating to the collision detection (and it might be a long shot but nevertheless..) - say for example that you're in the AVALANCHE hideout in the initial few scenes of the game (http://www.creativeuncut.com/gallery-01/ff7-bg-03.html).  Notice the large pipe/pipework at the bottom of the screen.  A character collision is detected against such objects.

* How is this doable with pre-rendered scenes? 
               - Does each scene have meta data describing bounding boxes / general areas which are not traversable, etc?

* Are they actually rendered objects, textured really really well?

I just took the AVALANCHE hideout as an example, but you could also refer to the Midgar Slum Church, where the rows of pugh's are not walkable / solid objects.
(http://www.creativeuncut.com/gallery-01/ff7-bg-07.html)


Hope you can shed some light on this for me! 

Many thanks, and keep up the great work.

KB.
Title: Re: Collision detection with pre-rendered background?
Post by: Marc on 2010-10-12 12:51:41
I don't know much about this but the game uses walkmeshes for prerendered backgrounds.

I don't recall ever seeing actual characther detection in the game but it's been a while so I might be off.

If you search on walkmesh on the forum or in the wiki, you should find more info.
Title: Re: Collision detection with pre-rendered background?
Post by: kingbear on 2010-10-12 12:53:52
ah hah!  Stellar reply, many thanks for that; a new concept to me, so I'll read up on that.

Thanks again for the swift reply.

KB.
Title: Re: Collision detection with pre-rendered background?
Post by: obesebear on 2010-10-12 18:24:29
edit your posts.  double posting is bad