Qhimm.com Forums
Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: kingbear on 2010-10-12 12:34:53
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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.
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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.
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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.
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edit your posts. double posting is bad