Hi. Well I´m kinof in a hurry to explain everything so excuse these brief pointers.
1- For what it is. it would work and look much better as brushwork than as model, but whatever floats your boat.
2- It looks like made with propper, if so, turn into world brushes all the blocking brushes and try to compile it. The problem may be that it exceeds the 40 pieces collision model limit. So you have to add this in the collision line:
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{
$concave
$maxconvexpieces xxx//the ammout of single pieces that compose your collision model
}
But being that the case you´d have to hijack the qc file generated by propper and compile it yourself. As propper will overwrite it everytime you compile.
3- In case you used a regular 3d application. You´ll have to create a new model that matches the collision of that mesh
in the simplest way as possible. But it is important that it has to be made of
single geometry pieces without concave angles and without removed faces. Once you created all pieces, merge them in a single object (without welding boundary edges) and apply
any UV projection on it. Finally, all faces of this mesh must share the same smoothing group. This will differ from 3d tool to 3d tool, but in 3dstudio it´s done by selecting all faces and applying one single smoothing group and in Softimage XSI you have to select the mesh, go to
Render >
Get >
Property >
Geometry Approximation >
Polygon Mesh and then uncheck the
discontinuity box.
4- Finally, when compiling your model remember to add in this for your collision details:
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$collisionmodel "thecollisionmodelfilename"
{
$concave //so it´s concave
$maxconvexpieces 120 //this number is the amount of pieces of which the collision model is composed
}
If still, the collision model is convex, then you did something wrong.