So I'm using Senshi's BFMDT 2.761 tool for Autodesk 3ds Max 2011. I decided to create my own mesh from scratch. Basically it's a rectangular prism pierced by a cylinder from end to end, in order to form a tunnel. I made my mesh using the "Standard Primitives" option in 3ds Max. Did not texture it at all. I save my new mesh, then rename it to "LOD01" to facilitate the exporting process to SM.
I then open the "Model Import/Export" dialog in order to export my mesh to SM. I check the "Auto-Generate LODs" option (with 6 LODS selected). I add my LOD, which I named "LOD01". Select the "High Details" collision box option, and select "Force Mat ID" to Generic Armor (Material 45). I export my new mesh to Desktop with the corresponding RS file. So far, so good.
Then I fire up Ed42, import my new mesh with no texture to see how it looks in the editor, then pack it up to my mod with winRFA to test it in the game. To my general surprise, the mesh appears (with no texture, as expected), however I can walk through it and it doesn't respond to projectiles at all. I can see the mesh and walk right through it, however it is completely indifferent to collisions with everything but the terrain it seems (which holds it in place).
Where did I go wrong? Is it possible that meshes created with 3ds Max by the process I just explained don't convert to SM properly? As I said I am using 3ds Max 2011. Please point me to the right direction.
Mesh exporting with no collision
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Mesh exporting with no collision
Last edited by Diamondback on Wed Jul 16, 2014 3:44 pm, edited 1 time in total.
See my Strasbourg map project here.
Re: Mesh exporting with no collision
Did you create a COL01 and COL02 mesh for the tube?
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Re: Mesh exporting with no collision
Hey man, thanks for the input but I got it all figured out.
Used the BFMDT tutorial on exporting SM files and it worked flawlessly.
Used the BFMDT tutorial on exporting SM files and it worked flawlessly.
See my Strasbourg map project here.