For collision, as long as it's in Blender, you can have as many as you want, but you have to do it a certain way.
I'm actually using Milkshape 3D, but it will only export up to 8 solid collision mesh groups because it's so out of date, so every other collision becomes non-solid
To do that, unless this is already done, 1 layer cannot have > 15 (maybe 16) meshes, so to fix the issue, fill each layer with 15 meshes until you run out. If you run out of layers, you need a new blend file.
Hopefully you know how to change the layers the models are on, as you do model.
I know enough Blender to know that it has a layer system, but never knew if things would export properly if you did use it, or if the current DTS exporter was coded enough to export everything properly (considering it's still a WIP and all), but i will look into using Blender then
as for the ScriptGroup error, link the map.cs and a console.log if possible, thanks.
map.cs,
server.cs,
pref.txt,
console.txtThe console
is yelling at me about the overly complex collision mesh, but that's because Torque Constructor doesn't remove any hidden or unnecessary faces when exporting as a .MAP and i just did a quick test by taking the model, and without modifying it, i just merged the mesh groups into 7, absurdly complex, textureless collision groups and tossed it in Blockland
The console also yells at the Bedroom map, to a much lesser degree obviously, but would the sheer amount of complex collision mesh cause the model to break the script?