"Bounds" box for dts files??
by Peter Ryan aka TorQue[MoD] · in Artist Corner · 01/23/2003 (3:32 am) · 6 replies
When exporting a DTS model from 3D Studio max, it is required that you create a square box around your object and name it "bounds" (without the quotes). One would assume this box would act as a bounding box, preventing players from passing through the model, however, when I place the model in game, you can walk (or in my case, drive) right through the model.
What purpose does the "bounds" box serve if it isn't to stop the player from passing through the model?
Also, how DO you prevent the player from passing through dts models if the "bounds" box doesn't do this?
Thanks!
-TorQue[MoD]
P.S. Using Max 4.2
What purpose does the "bounds" box serve if it isn't to stop the player from passing through the model?
Also, how DO you prevent the player from passing through dts models if the "bounds" box doesn't do this?
Thanks!
-TorQue[MoD]
P.S. Using Max 4.2
#3
To add collision to a shape:
1. Make a dummy object named "collision-1"
2. Make it's parent whatever the highest level dummy object in your hierarchy is (in my screenshot it is called shape)
3. Make an editable poly that is your collision mesh (you can just copy and paste your actual model for this if you want). Name this "col-1"
4. Make it's parent the "start" dummy object.
That should do it. Here's a screenshot of something similar to what your hierarchy should look like to clarify my poor wording ;)
01/23/2003 (11:53 pm)
Here's something I wrote up for an earlier thread oh how to add collision. Maybe it will help.To add collision to a shape:
1. Make a dummy object named "collision-1"
2. Make it's parent whatever the highest level dummy object in your hierarchy is (in my screenshot it is called shape)
3. Make an editable poly that is your collision mesh (you can just copy and paste your actual model for this if you want). Name this "col-1"
4. Make it's parent the "start" dummy object.
That should do it. Here's a screenshot of something similar to what your hierarchy should look like to clarify my poor wording ;)
#4
any help would be appreciated :)
02/09/2003 (9:03 am)
i'm having problems doing collision detectors... and i think my prob is that don't know how to do this hiarchy.. i'm a newbie in Max.. any help would be appreciated :)
#5

Now that you have the schematic view open you can link the objects. To link, click the link button (it will look like a little chain between 2 boxes) and drag from child to parent. That's really all there is to it.
Hope this helps!
02/17/2003 (8:41 am)
There's a button for it on the right side of the panel that's on top of your screen. Well, nothing can explain better than a screen, so here you go:
Now that you have the schematic view open you can link the objects. To link, click the link button (it will look like a little chain between 2 boxes) and drag from child to parent. That's really all there is to it.
Hope this helps!
#6
02/17/2003 (11:52 pm)
yesi think it does :D.. thnx
Associate Logan Foster
perPixel Studios
As for player collisions, I believe that this is handled by the engine itself. For non player models you need to add collision shapes to the scene as explained in the DTS Exporter Documentation.
Logan