» Sat May 28, 2011 3:53 am
Nic is correct, but I would like to add a bit more detail.
If you don't have a collision node, and no extra data stating that the object shouldn't have collision, the engine will assume that every face should collide with respect to its normal. (this is why you can walk through the "back" of most set pieces if you ever manage to get out)
As mentioned previously, this is fine as long as the number of faces is reasonable, and the shape isn't very complex. However, if the shape is complex, you can effectively create a "briar patch". I actually did this inadvertently with a shrub model - it would literally trap the player. While intriguing, this isn't very nice - because you have to console your way out. So, I added a simple, conical collision shape to resolve the issue. The other possibility is that your shape has "holes" in it that you can't see. At just the right angles, the player can escape the collision, and end up in that oblivion you were talking about.
Further, you can prune collision on objects such as trees, shrubs with large, woody stems, etc. For example, I found some philodendron models that I really liked. Using the default collision, the player would have been blocked, or able to walk on, the leaves. I really didn't like that, so I added a collision model for the stem only. In fact, I even reused the nitrishape - I just linked to it in the collision node. Now, only the woody stem has collision, but the leaves do not collide. This allows for a dense jungle that you can actually walk in.
Note that this technique works very well with Vurt's (and stock) pine trees. You don't want to collide with the branches in general, because it makes it too easy to get confined in a dense forest.