SaL_Leone Posted January 19, 2014 Share Posted January 19, 2014 I want to convert map mod to VC but i don't have collisions,only DFFs.Does exist faster way to convert dff to coll,than importing dff in 3ds MAX and then changing material to .col surface.etc..???? Because i have around 3000 dffs and i dont want to waste time with that. Thanks! Link to comment Share on other sites More sharing options...
Frank.s Posted January 19, 2014 Share Posted January 19, 2014 (edited) 1) Save the scene separately with a different name, eg map_col.max2) select all objects and add the "edit mesh" modifier to them3) now you can select all faces of all objects, do this and set all faces material id 1 4) make all modifers unique (right click the modifer stack and choose Make Unique)5) convert all to editable mesh (by right clicking any empty space and clicking convert to editable mesh when all objects are selected) 6) reset xform on all objects6b) make all modifers unique again if it needs it (right click the modifer stack and choose Make Unique) 7) convert all to editable mesh to collapse the xform onto the modifier stack of all the models8) use deniska's GTASA .cst collision exporter (included in deniskas scripts_pack.zip) to export all models as .cst in SA format 9) use steve-m's col editor to make a new empty .col10) select all exported .cst's in windows explorer and drag+drop them into steve m's empty .col11) select all collision models in steve m's collision editor and right-click > convert to COL1 format (III/VC's format)12) while all are still selected, right-click > optimise13) save .col and test in-game. http://gtaforums.com/topic/277798-3dmax-script-pack/ Edited January 19, 2014 by Frank.s OmeXr 1 Link to comment Share on other sites More sharing options...
SaL_Leone Posted January 19, 2014 Author Share Posted January 19, 2014 Thanks!Ill try it Link to comment Share on other sites More sharing options...
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