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Object collisions not working properly


Tut98
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Oi.

 

I have recently been modeling an interior (which is on pause atm) but I can't get the collision to work. I'm testing and using it on MTA.

 

I've read that face groups should be created for larger collision files, but I'm unsure how those face groups works. I'm really looking forwards to some support. I'm modeling in 3ds max 2017 using kam's script for import/export.

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if you export .3ds and use CollEditor to make it into a COL? Yee, I know, lame, but it works well

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if you export .3ds and use CollEditor to make it into a COL? Yee, I know, lame, but it works well

I'll try that tommorow, thanks for the quick reply.

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Just use AXE X File Exporter with steve COL maker.

 

Edit:

Also there is problem with color style formatting.

Edited by juarez
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if you export .3ds and use CollEditor to make it into a COL? Yee, I know, lame, but it works well

I've tried exporting as .3ds but can't import it into Coll editor. I think I didn't catch what you wrote.

 

edit: Ah I had to simply drag it over, although it didn't import by clicking open file.

 

I have exported both a .col and .cst from 3ds max, and they both have 2 different rotation values when viewed on CollEditor. I don't quite get why that is the case.

Edited by Tut Greco
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There are various axis conventions so from one tool to another or from one format to another the rotation on one axis may be different. The .3ds is good enough though.

Edited by guard3
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I've tried exporting as .3ds but can't import it into Coll editor. I think I didn't catch what you wrote.

edit: Ah I had to simply drag it over, although it didn't import by clicking open file.

I have exported both a .col and .cst from 3ds max, and they both have 2 different rotation values when viewed on CollEditor. I don't quite get why that is the case.

Have you tried to use Reset X-Form method in 3ds max (dunno where is it, since I haven't insalled 3ds max on my computer) or just better export the object as .fbx/.obj and import it again then export DFF using rwio http://gtaforums.com/topic/838479-dff-importer-and-exporter-for-3ds-max/, and then export the COL file, (I think the rwio has an option to export COL files).

Edited by juarez
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There are various axis conventions so from one tool to another or from one format to another the rotation on one axis may be different. The .3ds is good enough though.

This indeed seems to be the issue, as I am using different exporters for dff and colls. I did try 3ds but it didn't seem to change. A scripter that i'm working on sorted it out though.

 

 

 

I've tried exporting as .3ds but can't import it into Coll editor. I think I didn't catch what you wrote.

edit: Ah I had to simply drag it over, although it didn't import by clicking open file.

I have exported both a .col and .cst from 3ds max, and they both have 2 different rotation values when viewed on CollEditor. I don't quite get why that is the case.

Have you tried to use Reset X-Form method in 3ds max (dunno where is it, since I haven't insalled 3ds max on my computer) or just better export the object as .fbx/.obj and import it again then export DFF using rwio http://gtaforums.com/topic/838479-dff-importer-and-exporter-for-3ds-max/, and then export the COL file, (I think the rwio has an option to export COL files).

 

Thanks for your reply, I have not tried either of those but i'll look into it next time I open my project!

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