Making a Collision object. HOW TO?
Hi guys! I'm new at GTA V modding. I am having a problem because I do not know how to create a collision. because whenever I am exporting a model I get this error. "Collision Object 'chassis [COL]' has no associated bone or geometry. it was ignored as it can't be used on its own." Can somebody lend me a hand? Thank you in advance.
Same problem bro.... 2 years after xD,but i have the same problem
@Jorge13570 There are two ways I know how to make a collision in 3ds max and with gims evo. One is to clone the entire drawable in 3ds and turn that into the collision by adding collision materials to it using 3ds material editor. Then use gims to create the collision composite and also to add the collision mesh modifier to the newly cloned mesh. You may have to use ProOptimizer to reduce vertices or have to just weld vertices, just depends on how complex and detailed the item was that you cloned. You can also delete small details that won't really affect the way the collision works in the game. There is a max 32k vertices and faces limit on collisions, so that's why i mention the welding and ProOptimizer modifier.
The second way would be to just create primitive geometry in 3ds that covers the basic area of the drawable, convert the primitive to editable mesh and add collision materials to it, create the composite and add the collision mesh modifier to the mesh. It isn't as precisely fitting to the object depending on how detailed you want your collision, but most collisions don't need to be. R* does that a lot, for example a tool box or workbench might just have a primitive collision box placed around it instead of following little contours or the separation of the workbench's top and it's top tool board section. You could get more details with the basic geometry you create and combine the use of boxes, cylinders, hollow tubes, etc.
@Jorge13570 I just saw your post about your collision in zmodeler3, if that is what you were referring to in this post, then i can't help you with that.
Then use gims to create the collision composite and also to add the collision mesh modifier to the newly cloned mesh. You may have to use ProOptimizer to reduce vertices or have to just weld vertices, just depends on how complex and detailed the item was that you cloned.