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Giton

GTA:SA dont like Boolean

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Giton
Posted (edited)

Hi I created a building and then i tried to use boolean modifier in 3ds max and then import it to GTA:SA via MTA, but it was unsuccessful because in the house there was an unseen wall. So my question is: was it my fault, so i screwed up the export. Or just the GTA don't like this modifier.

Edited by Giton

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guard3

The final model has no modifier applied, it’s just a group of faces and vertices 😛. Modifiers are a 3ds Max thing and exporting with one should be fine. If you are insecure, you can collapse the modifier and then export (by doing this though you’ll lose any of the modifier data, so you can either keep copies of your max file, or undo if possible).

Of course, it could simply be a collision issue, in which case you should make a new collision model

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Yazoo

This can happen if the collision is not optimized; export the object to 3DS format and then import it to col editor and right click it and click optimize. Then attach the col to the object by exporting it in col editor and attaching to your .dff.

 

If this has already been done then most likely it will a specific part of the geometry for the object that is having an issue with the collision detection.

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guard3

I would not recommend optimising through CollEditor; it’s risky. It can affect bounding sphere size, which may cause the object to disappear in certain camera angles. Making a good and simple 3DS with 3ds Max options is good.

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Yazoo

It that case I'd recommend applying the optimize modifier in 3ds max itself and export it in 3DS format to make the col. Make a copy of the original model before doing so, so you can test it before implementation.

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Giton

Guys i found Kalcor's kdff program, which creates a perfect col file. Amazing!

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Yazoo

Yea kdff is probably the best option, other methods of making cols are handy to know as other methods may work better.

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