Road Collision?
by George Patterson · in Artist Corner · 12/15/2006 (2:44 pm) · 8 replies
I am using 3d studio max and have followed a couple of good tutorials making objects and I have made a couple of straight roads and some curved roads. However when I try to make a spiral road I get no collision. I am just cloneing the mesh and renaming it to "Col-1". I did read that cloning may not be the best way for a comlpex object. Does anyone have a Tutorial on how to make roads or tracks in 3D Studio Max. Please include info on collision detedtion. I have been following Brett Fattori's progress and yep Thats where I want to be.
Any help?
Thanks
-Georgep4
Any help?
Thanks
-Georgep4
About the author
#2
My DTS exporter only does DTS.
Do I need to download a plug in for 3DS max?
Thanks
-Georgep4
12/15/2006 (3:52 pm)
Of course I am going to ask you. How do I creat a .dif file?My DTS exporter only does DTS.
Do I need to download a plug in for 3DS max?
Thanks
-Georgep4
#3
01/08/2007 (8:27 am)
Ure collision has to be convex and when u make a spiral its probebly concave(theres a good tutorial about it on GG, try searching for it)
#4
It exports to diff. You can make any type of building or structure with it.
Its only in the UV Mapping that this program looses its lustre.
You can make the road, from any curved spline and it will generate the height and width
convex pieces for exporting.
01/08/2007 (8:53 am)
A Great tool for roads that works in 3ds MAX is Game Level Builder 3.It exports to diff. You can make any type of building or structure with it.
Its only in the UV Mapping that this program looses its lustre.
You can make the road, from any curved spline and it will generate the height and width
convex pieces for exporting.
#5
01/08/2007 (9:23 am)
This looks great. Fridays payday so I will let you all know how things turn out. Thanks for all the info.
#6
01/11/2007 (6:08 am)
Does GLB 3 go straight to .dif ? I thought that it still only exported to .map and and the then we had to use the map to dif afterwards. That is why I did not buy it I did not see the point if it only had a few more (Granted very cool) options over the free one.
#7
01/15/2007 (12:23 am)
Hi George, how did it turn out? :)
#8
Any ideas?
** *** WARNING WARNING WARNING *** **
*** ** WARNING WARNING WARNING ** ***
Errors exists in this interior. Please use the debug rendering modes
to find and correct the following problems:
* Ambiguous brushes: 0
* Orphaned Polygons: 87
*** ** WARNING WARNING WARNING ** ***
** *** WARNING WARNING WARNING *** **
Exporting to runtime...
/maps/ovaltest.bsp: ignored
/maps/ovaltest.lin: ignored
Files stored in c:\Torque\tmpQuArK\
Operation finished.
Thanks
-Georgep4
01/15/2007 (6:38 am)
I have only had a couple of hours to mess with it. What I have done, well I started out with a oval spline and went on to using the GLB walls function to make an oval track. Now I don't know if using walls for the surface of my track was the thing to do. But it what I could figure out at the time. Now I am having trouble exporting as a .dif. I export at .map and then bring it in to QuArk. It looks great in QuArk however I have eporting problems. I keep getting an this error. However I have no idea what it means. So back to the drawing board.Any ideas?
** *** WARNING WARNING WARNING *** **
*** ** WARNING WARNING WARNING ** ***
Errors exists in this interior. Please use the debug rendering modes
to find and correct the following problems:
* Ambiguous brushes: 0
* Orphaned Polygons: 87
*** ** WARNING WARNING WARNING ** ***
** *** WARNING WARNING WARNING *** **
Exporting to runtime...
/maps/ovaltest.bsp: ignored
/maps/ovaltest.lin: ignored
Files stored in c:\Torque\tmpQuArK\
Operation finished.
Thanks
-Georgep4
Torque Owner Gustavo Boni
Anyway, you should create your road in .dif files not .dts.