JeViCo Posted August 18, 2018 Posted August 18, 2018 (edited) Hello everyone! I saw on youtube video where people were creating collisions with different shapes. The main question - HOW ? Shaders? Edited August 18, 2018 by JeViCo
Discord Moderators Pirulax Posted August 18, 2018 Discord Moderators Posted August 18, 2018 (edited) Link the video @JeViCo Btw, maybe you're talking about /showcol? (visualize colshapes) Edited August 18, 2018 by Pirulax
JeViCo Posted August 18, 2018 Author Posted August 18, 2018 (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 August 18, 2018 by JeViCo
Discord Moderators Pirulax Posted August 18, 2018 Discord Moderators Posted August 18, 2018 it modifies the col and reloads it for that model with raw data.
JustinMTA Posted August 18, 2018 Posted August 18, 2018 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.
JeViCo Posted August 18, 2018 Author Posted August 18, 2018 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
JustinMTA Posted August 21, 2018 Posted August 21, 2018 (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 August 21, 2018 by JustinMTA
Captain Cody Posted August 21, 2018 Posted August 21, 2018 https://github.com/CodyJL/JStreamer I also have every map from halo Combat Evolved ported if thats what you wanted. 1
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