Author Topic: Vehicle collision help  (Read 962 times)

Hello people of Blockland.  Recently I have decided to take up creating Add-Ons for Blockland.  When modeling for vehicles,(Milkshape 3d) I get a Collision joint named root and a Collision box that comes w/ it.  I was coming to ask 1) What do you name it?  2) What do I do when Exporting .DTS and .DSQ.

You don't make joints for collision meshes.
All you do (in the most simple way), is create a box around your vehicle and name it collision-1. That is all.

You also export to .dts.

What if more than one collision box?  and second, can it be a different shape other than a box?

What if more than one collision box?

I am quite sure it is impossible to make more then one collision mesh, considering groups cannot be named the same thing.
I am unsure if you can make two different meshes for one collision, though I assume no.

can it be a different shape other than a box?

Yes.

One more thing.  In milkshape if you select two groups, and then Duplicate the Selection, it will form one group as the duplicated shape.  Will this work w/ collision meshes

And on an unrelated Subject, What is/are the joint(s) required for a projectile to emit a particle.
« Last Edit: April 23, 2011, 04:05:53 PM by SWAT One »

What if more than one collision box?
Make them one group. Use the nifty little option in the groups tab that says "regroup"

and second, can it be a different shape other than a box?
Yes. Other shapes than boxes are encouraged, as long as they are low in faces/verticies. Boxes are mostly good for testing purposes, but are usually pretty glitchy. I always use a size 1 geosphere for my collision mesh.


Edit: Oh shat, blastdown beat me to it. Since I already typed it up, I might as well post it.

Double post
One more thing.  In milkshape if you select two groups, and then Duplicate the Selection, it will form one group as the duplicated shape.  Will this work w/ collision meshes

And on an unrelated Subject, What is the joint required for a projectile to emit a particle.
Collision meshes are the same as regular shapes within Milkshape. It is only within Blockland that they become 'special'. However, you should use "Regroup", as I mentioned above.

Any joints can emit particles. You might as well use muzzlePoint, because it is already there.

And what about the point at which a projectile will explode.  Is that a collision mesh or a joint

And what about the point at which a projectile will explode.  Is that a collision mesh or a joint

That's script related.

And what about the point at which a projectile will explode.  Is that a collision mesh or a joint
It's the center of the hitbox