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In-Game creating collisions


JeViCo

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Posted (edited)

Hello everyone! I saw on youtube video where people were creating collisions with different shapes. The main question - HOW ? O.o Shaders?

Edited by JeViCo
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Posted (edited)

Link the video @JeViCo
Btw, maybe you're talking about /showcol? (visualize colshapes)

 

Edited by Pirulax
Posted (edited)
12 minutes ago, Pirulax said:

Link the video @JeViCo
Btw, maybe you're talking about /showcol? (visualize colshapes)

 

nope

example:

this guy shared his terrain editor. I tested it and i can stand on the ground without any col files

Edited by JeViCo
Posted

Using 3DS max to extract landscape from a Halo Custom Edition map and utilizing engineSetModelLODDistance in MTA would be more efficient for a beginner in my opinion..
3DS Max can also export .COL files and .DFF files, I personally like zModeler 2 for what I use it for, but 3DS Max and Blender have a lot more options while harder to use than zModeler is.
Lots of videos on Youtube for "GTA Sanandreas 3DS Max tutorials" or "GTA Sanandreas collision export tutorial"
You'll have a lot more flexibility with your mods learning this in my opinion.

Posted
35 minutes ago, JustinMTA said:

Using 3DS max to extract landscape from a Halo Custom Edition map and utilizing engineSetModelLODDistance in MTA would be more efficient for a beginner in my opinion..
3DS Max can also export .COL files and .DFF files, I personally like zModeler 2 for what I use it for, but 3DS Max and Blender have a lot more options while harder to use than zModeler is.
Lots of videos on Youtube for "GTA Sanandreas 3DS Max tutorials" or "GTA Sanandreas collision export tutorial"
You'll have a lot more flexibility with your mods learning this in my opinion.

i had limilar idea but i don't think that's a good idea with having more than 1k objects per map unit. Lesser object size = more of them per map unit = lesser perfomance.I really don't know what to do :с

Posted (edited)
On 8/18/2018 at 12:26, JeViCo said:

i had limilar idea but i don't think that's a good idea with having more than 1k objects per map unit. Lesser object size = more of them per map unit = lesser perfomance.I really don't know what to do :с

Lol well the most efficient way I know to do this in MTA is creating a .COL for every .DFF that requires flooring or any other collision.
It all depends on how good you are at finessing the rigging ;D

@CodyJ(L) might have a solution for you.

Edited by JustinMTA

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