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During the build-gamedata process, NeL patches automatically generate a collision layer.
To insert a mesh into your landscape and have your character collide it, you have to manually add collision informations.
This document shows how to create this kind of collisions in 3DSMax and export / test them in the Snowballs demo.
You need the following configuration:
Merge = 1;
MergePath = "smooth/";
MergeInputPrefix = "snowballs";
OutputPath = "retrievers/";
MergeOutputPrefix = "snowballs";
Backup your original Snowballs files: some of them will be changed by this process.
Copy the original snowball.gr and snowballs.rbank files from /snowballs/data/pacs/ into /build_gamedata/processes/rbank/smooth/
In a landscape, every collision system is composed of two objects : an interior and an exterior mesh
Even if there is no need for an interior collision mesh, this mesh must be present.
Here is a simple box placed on the landscape.
missing image simple_cube_visible.jpg
The 'exterior' collision mesh prevents the player from crossing the visible mesh.
The 'interior' collision mesh is of no use, but it has to be present.
To have the character walk on a mesh, like a staircase or a ramp, the exterior and interior collision meshes must have overlapping invisible open edges.
Every invisible edge in the exterior mesh must have a corresponding 'snapped' edge in the interior mesh.
Ramp raising from the ground, the player cannot walk under it.
missing image ramp_coll.jpg
Node properties (Utilities / NeL Export / Node Properties / Instances Tab)
Edges
Material ID
Interior collision mesh:
Verify that the faces along the open edges have a unique material ID : Faces that have different matIDs are separated in different meshes at export time, this generates new 'open' edges that can't match a corresponding edge on the exterior collision mesh.
The following example is composed of two collision systems.
A connection between the landscape and the ramp, but the exterior mesh only blocks the path around the start : the player can walk under the ramp.
missing image rampncollumn_1.jpg
A collision at the base of the ramp.
For now this system cannot create bridges.
You can have a collision that has two or more distinct connections with the landscape, but the exterior mesh cannot be broken into multiple meshes, so you couldn't go onto and under a bridge