How to make a .dae with collision proxy

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Contents

Creating a Multi/Sub-Object Material in 3ds Max

  • Open 3ds Max.
  • Open Max's material editor (m on keyboard).
    • Select a material slot.
    • Hit the material type button (Standard by default).
    • Select "Multi/Sub-Object" from the Material/Map Browser.
    • Hit OK in the Material/Map Browser.
File:MaterialSetup CGF CreateMultiSubMatInMax.jpg

Creating a Proxy Sub-Material in 3ds Max

  • In the material editor
    • Select one of the sub-materials
    • Name the material "proxy". This name notifies bmImport of the material ID for the collision proxy. Any polygons of objects using this material and assigned the same material ID as the proxy sub-material ID, will act as collision geometry.
File:DAEWithCollisionProxy MultiMatInMax.jpg
File:DAEWithCollisionProxy RenderAndProxyGeo.jpg

Exporting the COLLADA DAE in 3ds Max

  • Select all of the objects that are going to be used to generate the .dae file.
  • Go to File -> Export -> Export Selected
  • Navigate to the directory where the you want to save the .dae file. Generally, Game\Objects\MyData\SomeFolder or Game\Levels\MyCompany\Common\Objects\SomeFolder.
  • Select Autodesk Collada (*.DAE) from the Save as type drop down box, name the file, and hit Save
File:DAEWithCollisionProxy ExportAutodeskDAE.jpg
  • The exporter settings:
File:3dsMax2010 AutodeskColladaExportSettings.jpg
  • NOTE: Some Collada exporters will append more text to the sub-material's name. If this occurs, then the extra text must be removed from the end of the Proxy material's name using a text editor. Otherwise, the collision proxy's material will not be processed correctly, and the mesh will not have collisions.

Converting the DAE in the Item Editor

  • Open the Blue Mars Item Editor.
  • Go to File -> Open and browse to and open the DAE file.
  • In the COLLADA Converter Tool window, un-check Generate auto-proxy shape using bounding box, hit Convert, Override, and Load:
File:DAEWithCollisionProxy ConverterToolSettings.jpg
  • Once the item is loaded, hit Shift+P to preview the collision proxy:
File:DAEWithCollisionProxy PreviewProxy.jpg

Fixing Opacity Levels In .MTL File

Depending on which COLLADA exporter used to generate the DAE, the opacity values for the sub-materials may be set to zero by default. This will cause the model to show up invisible in the Blue Mars editors. If the model does not contain many sub-materials, then it is probably best to just set the opacity settings to 100 in the material editor in the Item Editor. However, here is a quick way to set the opacity value for all sub-materials:

  • Open the .mtl file in any text editor.
  • Do a find and replace as follows:
File:DAEWithCollisionProxy EditMtlOpacitySettings.jpg
  • Save over the original .mtl file.
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