Please Help: Max .DTS Collision
by Travis Hoffstetter · in Artist Corner · 07/18/2006 (8:59 am) · 1 replies
Im adding models made in 3ds Max 7 into TGE. When I import the models, the player can walk right through them. I tried putting in a simple box and adding an _MCDCX tag to an exact copy of the simple box to create collision like I would in Unreal, but this didn't work. I also opened up the tree from the fps starter kit and looked at their collision, i saw that their collison box was named "col-1". I tried naming a box for collision "col-1" for my test box and my player still walked through it. I am using the new 1.3 .DTS converter to convert the .DTS files. Thanks in advance for your help
Associate Logan Foster
perPixel Studios
Sounds like you skipped reading through the DTS Exporter Docs and went full tilt into the bodgering state.
You are correct that obviously a "_MCDCX" tag won't work since that is for an Unreal based engine and this is a Torque based engine. Collision shapes in a DTS are named Col-* (where * equates to a unique number that has been assigned to a negatively numbered "detail" or "collision" dummy).
Go read the docs though buddy, you will be thankful that you did.