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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

#1
07/18/2006 (9:03 am)
Yikes!

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.