Need Help with collisionmeshes for Life is Feudal
by Falcrum · in Torque 3D Beginner · 10/07/2018 (4:19 am) · 3 replies
Hi there,
im trying to convert some new 3D Models for Life is Feudal but i ran into issues with the collisiontypes.
I watches many Tuturials on Youtube but i cant figure out whats the Problem. For convertig the Model im using 3DS Max or Blender. So i createt a simple Box with some Textures on it, then i put another box around it an call it "Bounds" after that i exportet all as an dts and load it into the World Editor. There is my Box with Textures but no collision, if i manually set it from "collision mesh" to "bounds" in the editor, it will work. When im using an original LiF Object it hat a collision without setting it manually. How do i get there and is there any step by step Tutorial to figure out what im doin wrong here? I tried it for 2 weeks now and im pretty exhausted. Pls. Help :(
P.S: Sorry for my bad english, im from germany.
greetings
Falcrum
im trying to convert some new 3D Models for Life is Feudal but i ran into issues with the collisiontypes.
I watches many Tuturials on Youtube but i cant figure out whats the Problem. For convertig the Model im using 3DS Max or Blender. So i createt a simple Box with some Textures on it, then i put another box around it an call it "Bounds" after that i exportet all as an dts and load it into the World Editor. There is my Box with Textures but no collision, if i manually set it from "collision mesh" to "bounds" in the editor, it will work. When im using an original LiF Object it hat a collision without setting it manually. How do i get there and is there any step by step Tutorial to figure out what im doin wrong here? I tried it for 2 weeks now and im pretty exhausted. Pls. Help :(
P.S: Sorry for my bad english, im from germany.
greetings
Falcrum
About the author
Newbie to 3D Modelling using Blender and 3DS Max, pretty low skills in Torque 3D trying to bring new Objects into LiF YO ;D
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#2
thanks for your reply, i think i only got an simple Problem with the hierarchy so its more a problem from my 3D Programm and not from T3D.
2. Sounds interesting, never tried this is it possible to export the Object then?
THX a lot!
10/07/2018 (1:09 pm)
Hi!thanks for your reply, i think i only got an simple Problem with the hierarchy so its more a problem from my 3D Programm and not from T3D.
2. Sounds interesting, never tried this is it possible to export the Object then?
THX a lot!
#3
You're welcome.
10/09/2018 (9:59 am)
The T3D's shape editor can create a collision mesh for use in T3D only(it's an internal calculation and creation of this shape.) You cannot export the collision mesh outside of T3D, if that's what you're asking.You're welcome.
Torque Owner Sorin Daraban
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1) Collisions must be named collision-1, collision-2... until collision-9.
If you have a box as your mesh, copy or create another box and call it collision-1. If you're exporting it to DAE (let's call it testBox.dae), then importing it to T3D, make sure that in testBox.cs (located in the same folder as your mesh) the lodType = "Trailing Number";
In the T3D's shape editor the collision meshes are rendered in red (hover over the "Toggle of the rendering of collision meshes..." icon that looks like a dark sphere and click on it.)
2) You can also create a collision mesh for your object from within T3D's ShapeEditor:
- in the Advanced Properties window select the Collision tab.
- Select the Fit Target then the Fit Type options.
- you should now see your collision mesh.
All this is also explained in T3D's documentation.
Personally, I export all my meshes using either Unwrap3D (for dae meshes) or Milkshape3D (for DTS meshes.)
PS: I never export the bounds for my meshes as they are automatically created by T3D.