#Collision (HIT INS) in Dark Souls, many questions.

40 messages · Page 1 of 1 (latest)

round mist
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I have a lot of questions about collision, mostly as it relates to debug menu in DS3. Just interested to learn. Specific questions so far:

  1. What is the difference between low map collision and high map collision? What are some examples?

See conversation below for more unanswered questions.

SOLVED:
||1. Why is the bonfire colored orange? ANSWER - Collision resulting from objects||
||Blue wireframe around character in picture is ragdoll collision.||

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What are the blue wireframes around the player called? Collision box?

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This node displays the current (collision box? hitbox?) the player is on. What is the proper terminology?

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Collision (HIT INS) in Dark Souls, many questions.

pulsar plank
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Orange might just be how object collision is shown?
Low hit is more simple and used for simpler things, high hit is more detailed and used for more complex things. There are various reasons why things use one or the either and I don't know many details
blue wireframe is "ragdoll" collision which is also used for hurtboxes

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collision is just called Hit in-data

round mist
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Yeah I confirmed the orange being objects

round mist
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Do i call the collision boxes or just collision?

pulsar plank
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depends on the collision

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i just call map collision collision, and character collision ragdoll collision

round mist
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Appreciated

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Do you have an examples of what use low hit vs hight hit? even if its just one?

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Any ideas on what this means? I'm not solid on the translations. In video below, 1st and second line correspond to 3/4, and 3rd line corresponds to 5

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1 is just low hit, don't know how its differing from these other ones

round mist
pulsar plank
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no. as i said, ragdoll collision is used for hurtboxes

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orange is probably collision with map during movement

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maybe chr vs chr push collision too actually

round mist
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Sorry, got it. Whats the chr push stuff you're talking about?

pulsar plank
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what happens if you walk into another character

round mist
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Got it got it makes sense

pulsar plank
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(that type of collision can also use ragdoll collision though)

round mist
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I got the orange box translated as "Proxy", does that sound right at all?

pulsar plank
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which is affected by isRagdoll in npcParam

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idk

round mist
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When you say that type of collision can use ragdoll collision, you mean like it can happen between the two ragdoll collision "boxes"?

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Like blue interacting with blue?

pulsar plank
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yes

round mist
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Cool, makes sense. Never thought of it that way

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This is all good stuff, really appreciate it

clear mango
round mist
clear mango
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Yes

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Low collision is used for the actual collision with the character so the character can move smoothly

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Like with stairs for instance

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The steps in the high col only affect the IK while the low col is a ramp

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The low col is also where the collision material is taken from

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So presumably it’s also used for hitbox collision with the map