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how do you scale collision files?


random_rocker4
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random_rocker4

I made a slightly smaller version of a certain car, and I'm wondering how you can scale the size of the individual .col file to the size of my model?

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  • 10 years later...

This decade old thread seems suitable so:

 

I'm working with Zmod2 and want to rescale the collions file of an SA car.

I did that with the Modify/Scale tool and ingame everything works fine, BUT I was wondering about the performance because:with that method the col speres are not round anymore but rather oval.

 

I mean as far as my limited understanding goes the collision models consist of mostly speres because they are the easiest to procecss.

 

Unlike graphics meshes, they are comprised not only of triangles but also spheres and boxes, for which exist faster and more accurate collision algorithms.

Source: https://www.gtamodding.com/wiki/Collision_File

(also this article says nothing about col3 supporting oval spheres...)

 

If I scale them in an oval shape now does it take more processing power to calculate the collision or is it the same amount?

I know the difference in CPU usage would be minmal and not noticeable if it exists but I'm interested in this theoretically.

 

Thanks for any answers and in-depth epxlanation about the topic are always welcome. :)

 

 

 

 

//: Stupid me. Just figured out that Zmod converts the scaled oval spheres to round ones when exporting to dff.

 

So "problem" solved. Any answers with interesting knowledge are still welcome anyway.

Edited by -Anti-
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