May 29 2014, 02:49 PM Post #1 | |
The New Guy! Posts: 2 Joined: 11-May 14 | Me and a friend are working on a project for gta sa. We decided to export a modell from another game to 3ds max to import it to gta sa. After we exported the dff and col files we realized that the col shows up several problems ingame. Somehow there are transparency walls where no walls shouldn't be. But when we open the col in steve m's coleditor, the object will be drawn correctly without any mistakes. We tried both scripts, kam's script and steve m's col script but the problems are shown in both ways. None of our col modell have more than 2000 faces. |
Jun 4 2014, 03:33 PM Post #2 | |
In motus... Posts: 361 From: Portugal Joined: 28-May 09 | Did you import the model directly to 3DS Max or did you use e.g. Sketchup to import it to a Max compatible model? |
Jun 9 2014, 08:30 PM Post #3 | |
The New Guy! Posts: 2 Joined: 11-May 14 | |
Jun 15 2014, 12:52 AM Post #4 | |
Ameteur Member Posts: 49 Joined: 5-August 09 | Did you import the model directly to 3DS Max or did you use e.g. Sketchup to import it to a Max compatible model? Yeah, Sketchup's pretty much well known for borking up collision files, as what I experienced when I tried converting a Tower of Terror model to SA. |
Jun 15 2014, 02:46 PM Post #5 | |
In motus... Posts: 361 From: Portugal Joined: 28-May 09 | The issue with Sketchup is that I think it creates invisible faces, so it completely breaks the collision once exported. In 3Ds Max, did you center the model at the X=0 Y=0 and Z=0 coordinates? Centering the model is required for the collisions to work well, the script creates the collision at the zero coordinate. |