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Hi Kristof, glad you got it working!

It's a simple engine, and entities can only use AABBs for collision. Their bounds are defined in a RosaCollision component; look for the variables HalfExtentsX/Y/Z in the config files.

Static geo can use more complex collision, by exporting one or more convex meshes along with a renderable mesh (in the other export script, xmlbrushexport.py). In this game, I think I only used the simple box and wedge primitives in Raw/Brushes/Core.

The ExpectedVD assert is probably because the mesh doesn't have a UV vertex stream, as you guessed. Doing an auto unwrap in Blender should fix it.

David

Thank you David for your help. Yes, the unwrap has fixed the assert and I could change the collision too.

Have a great day!


//Kristof