Different model for collision&rendering? (3ds Max) [Solved]
Moderator: Moderators
-
biohazard
- Command Sergeant Major

- Posts: 268
- Joined: Sun Oct 18, 2009 8:20 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: http://www.youtube.com/watch?v=jWFk0XasQmE
- Contact:
Different model for collision&rendering? (3ds Max) [Solved]
My crate models for my map have very buggy collision likely due to their intricate design. I have also made a mesh for each that's just a boring old cube. How in the odf do I tell it to use the cube model for collisions?
Last edited by biohazard on Sun Nov 01, 2009 12:31 pm, edited 1 time in total.
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: Use a different model for collision & rendering
just call the collisionmodel collision_xxx in XSI, that will do the job
(same for the shadow: sv_xxx and lowrez: xxx_lowrez)
(same for the shadow: sv_xxx and lowrez: xxx_lowrez)
-
biohazard
- Command Sergeant Major

- Posts: 268
- Joined: Sun Oct 18, 2009 8:20 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: http://www.youtube.com/watch?v=jWFk0XasQmE
- Contact:
Re: Use a different model for collision & rendering
I use 3DS Max.
I did find a solution, however. I made a transparent cube to surround my model, which doesn't render, but is used in collision.
I did find a solution, however. I made a transparent cube to surround my model, which doesn't render, but is used in collision.
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: Use a different model for collision & rendering [Solvent]
i think it doesnt matter which applications you use as long as the name is correct
