Author Topic: Advanced collision boxes for blbs?  (Read 1419 times)

I'm making a spiral staircase blb, I think I may know how the custom collision meshes work, but the will not work how I want them to.  The stairs are not straight on, meaning I cannot draw a box from on side to the other to cover it, they are angled.  Is there any way I can make angled collision boxes in a blb file?



No. Any collision box that's not a cuboid with no rotation must be a .dts

No. Any collision box that's not a cuboid with no rotation must be a .dts
:C
I'm no good at modeling...  Much less accurately modeling.

You don't have to be good at modelling to just make a box for collision.
You won't be able to see the .dts ingame.

You don't have to be good at modelling to just make a box for collision.
You won't be able to see the .dts ingame.
The problem is, it's a very complicated shape, and I'm a very simple modeler.

So you can make something really complicated through .blbs but you can't model the same thing?

So you can make something really complicated through .blbs but you can't model the same thing?
Pretty much.
It's easy to type "0.25 0 6" etc. but hard to model a point at that same space, or even close enough to it.

In most modelling programs, you can do the same thing.

In most modelling programs, you can do the same thing.
I can't find one like that for mac, that's reasonably cheap ($200 or less) that isn't confusing like blender.  Right now I'm just using blender to turn my models to .dts files, and using cheetah 3d, which I already had, to model.

Wouldn't using Zack0Wack0's BLB2OBJ then exporting it to DTS work?

Wouldn't using Zack0Wack0's BLB2OBJ then exporting it to DTS work?
Link please.  It would be perfect.

I can't find one like that for mac, that's reasonably cheap ($200 or less) that isn't confusing like blender.
ASDF
Blender is not confusing unless you have autism or something.

If you PM me the coordinates or something I can try making the shape for you.

ASDF
Blender is not confusing unless you have autism or something.
If one has never modeled before, and they get Blender's stuff interface thrown at them, it would be confusing at what everything means.

If one has never modeled before, and they get Blender's stuff interface thrown at them, it would be confusing at what everything means.
Half of the buttons in blender you won't ever need. I really don't see why blender has a reputation for being so confusing; it really isn't.

Half of the buttons in blender you won't ever need. I really don't see why blender has a reputation for being so confusing; it really isn't.
How are complete novices at modeling supposed to know that?