I wanted to know if anyone knows, if you can make an object that has a collision, but does not collide before arriving. I have a tree next to the path, when I pass by it it collides 1mt from the tree, it does not collide with the road. solution, cocha as seen in the photo in the perimeter square.
Thank you, for example I have some things that are not so big and they have the square closer. I imagine that this is the object, because when it is created in blender, the measurement is that of the square, not that of the image.
Thats when you make 2 objects, one is the visual object - real size, no collision. Then the second object, smaller, set to for collision and render=false in kseditor
[QUOTE = "Johnr77Well then it will not be possible, I use RTB, you can give it collision but it remains collision to everything, transparency included
ye i think RTB is not really made for this What you need is a small pole that acts as the "stem" of the tree, dont fiddle with the tree-mesh itself
I could make a stick and put it in the trees and then hide them in kseditor, but it would be overloading the section
I dont quite understand, you mean its bad for performance? If the stems are RENDERABLE=0 then it does not hit performance, the physics calculations for them are of course... (trees far away from the road dont need this)
It is the only way that it collides like this, I made a tree in sketchup in 3d trunk and branches not photo, I put it in the rtb and it comes out the same as the others, I mean a square around it. in the xpack I gave it to render in case maybe but it's still the same
Well, when I created the xpack I put a collider, I would have to do it without a collider and then how it would crash
Thanks for the help, I already got it, without colliding and modifying it in kseditor, but trees like this in 3d cannot be put much because otherwise it occupies many megabytes of the section.
The bad thing is that if you create it in 3d you can't put many, even if they are low polygon. I tried a 2km straight and I put about 50 trees and I had 400mb only with the trees, with nothing else, because if I put more objects, bad
when using KS_TREEGROUP_ naming style, then ksEditor will make them one mesh and that should not take up 400 MB