I helped my dad with a project today, so I didn't do much for BL. But in good news, I'll be house/cat-sitting for the next two and a half weeks. I'm bringing my computer, and the internet and other facilities are better there. I should have plenty of free time.
he needs time to make a collision mesh for it. the dts model ingame isnt enough.
that said, dglider, you should write a python script to convert the dts mesh into multiple faceless collision meshes with the same offset from origin. if you could do that that would greatly simplify mapmaking
That sounds incredibly difficult.
I believe it would be possible to easily turn any mesh into triangular pyramid collision meshes. But doing so would be murder on the datablock count.
Another method would be to just- try every possible collision shape(attempting largest to smallest) until one of them is a valid convex collision shape where each vertex of the shape can connect to each other vertex without passing through any face, then instantiate that shape and do it all again until every surface that existed in the beginning is part of a collision shape. I think that would actually fill every object with collision, but- how long would it take a computer to process that?