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Old 23/01/2018, 07:09 PM   #471
Pottus
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Default Re: ColAndreas - Collision Detection

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No, I'm just loving it a lot.
Deep in the "ColAn"!

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Old 23/01/2018, 09:57 PM   #472
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Default Re: ColAndreas - Collision Detection

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Hi, any update on vehicle collisions?

I've managed to convert some vehicles to regular object col files and add them to CA via CUSTOM.ide. It should just be a matter of time to get all vehicles done.

It would definitely be nice if CA would support it. Not neccessarily for the actual vehicles, but CA_ContactTest() would be awesome for vehicle models.
The only problem with that is we want an extremely simplified model of each vehicle... it'd be great for ContactTest!
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Old 23/01/2018, 11:07 PM   #473
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Default Re: ColAndreas - Collision Detection

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The only problem with that is we want an extremely simplified model of each vehicle... it'd be great for ContactTest!
If all the vehicle collisions can be defined in ColAndreas all you would need to do is update the vehicle(s) you want to check when a check needs to be made. Just set the position then make a raycast. The low-level support is there already if you want to create a high level implementation.

http://forum.sa-mp.com/showpost.php?...&postcount=453

If you do things right it should work without a problem considering my computer is old I bet that bench mark could be a lot higher.
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Old 05/02/2018, 08:13 PM   #474
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Default Re: ColAndreas - Collision Detection

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Old 06/02/2018, 06:47 PM   #475
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Default Re: ColAndreas - Collision Detection

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The only problem with that is we want an extremely simplified model of each vehicle... it'd be great for ContactTest!
How about using Low Poly vehicle model for vehicle collision?
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Old 07/02/2018, 06:15 AM   #476
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Default Re: ColAndreas - Collision Detection

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The only problem with that is we want an extremely simplified model of each vehicle... it'd be great for ContactTest!
Why? The col of vehicles isn't really high detail anyway. Talking about existing vehicle collisions, not the actual model.

I guess even 212 high-detail models wouldn't make a difference to the already existing load of about 15000 models.
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Old 07/02/2018, 06:07 PM   #477
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Default Re: ColAndreas - Collision Detection

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Why? The col of vehicles isn't really high detail anyway. Talking about existing vehicle collisions, not the actual model.

I guess even 212 high-detail models wouldn't make a difference to the already existing load of about 15000 models.
I am willing to bet that ColAndreas barely scratches the surface of Bullets capabilities in terms of collision complexity.
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Old 05/03/2018, 07:18 PM   #478
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Default Re: ColAndreas - Collision Detection

Does this plug-in remove the standard map and replace it with dynamic objects?
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Old 05/03/2018, 09:20 PM   #479
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Default Re: ColAndreas - Collision Detection

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Does this plug-in remove the standard map and replace it with dynamic objects?
No it creates the collision world in Bullet physics engine.
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Old 10/03/2018, 06:28 PM   #480
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Default Re: ColAndreas - Collision Detection

I want to create a PathFinder plugin for calculating in a separate thread using this plugin. There is one with MapAndreas, but I need ColAndreas. I only begin to learn plugin development and I dont known how to include the ColAndreas into my plugin to get API functions(CA_RayCastLine, etc) What need to do in order to have an access to these functions?
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