Making collisions through blender

Started by karan20000000000, Apr 19, 2016, 02:25 PM

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karan20000000000

Is there any way to generate collisions through blender for an object?
I've tried exporting the object as .obj, .dff, .3ds but all of them showed errors (invalid file format, non standard dff, etc) in gmax probably due to large size of the object. [Note: I did triangulate the faces of the object before exporting.]
I also tried setting the collision type to autogenerate, the object appeared but the collisions didn't seem to work for this one probably because of huge number of faces (around 55k :P)
I searched google to generate collisions through colleditor but neither were there any tutorials nor did the official website show up the documentation page.
With regards,
KP
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rww

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karan20000000000

Quote from: rww on Apr 19, 2016, 05:21 PMKam's Max Scripts - http://www.gtagarage.com/mods/show.php?id=9172
CollEditor II - http://www.gtagarage.com/mods/show.php?id=1154
...
There's a reason why I was trying to export the model to gmax, that is, just to generate cols. But, as I've already mentioned, I've been unable to do that because of the errors. Anyways, thanks :]
With regards,
KP
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KAKAN

Quote from: karan20000000000 on Apr 19, 2016, 05:56 PM
Quote from: rww on Apr 19, 2016, 05:21 PMKam's Max Scripts - http://www.gtagarage.com/mods/show.php?id=9172
CollEditor II - http://www.gtagarage.com/mods/show.php?id=1154
...
There's a reason why I was trying to export the model to gmax, that is, just to generate cols. But, as I've already mentioned, I've been unable to do that because of the errors. Anyways, thanks :]
The same thing happens to me though
oh no

MacTavish

#4
save your progress as .3ds open in 3ds max or gmax and export collisions

edit: but in this way i got some rotation problem to axis Y ( creating dff in zmodeler and exporting col through 3ds ) so i just set Rotation axis Y to -180 and it worked

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karan20000000000

So, apparently a friend of mine (Perikiyo) taught me how to make collisions through colleditor so this is no longer required :]
With regards,
KP
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