Please help!

Discussion in 'Content Creation' started by Sevennemesis, Aug 25, 2013.

  1. Sevennemesis

    Sevennemesis
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    its been one whole day I lose a look all around!... I always work with 3dsmax and blender is unknown to me.

    I want you to show me how to create a tube, and make it a structure with collision. I can not have it, how to create this Hierarchy? -> http://wiki.beamng.com/Exporting_static_objects



    I create two objects on 3dsmax, 1 mid or high poly ; and low poly for LOD. I export the objects in blender and now what am I to do?
     
  2. Petrovsky

    Petrovsky
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    duplicate account of banned user AwesomeSauce

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    You accidently the entire english language.
     
  3. jsnarch

    jsnarch
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    His first language is probably not english...
     
  4. Petrovsky

    Petrovsky
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    duplicate account of banned user AwesomeSauce

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    Neither is mine, but my posts have near perfect grammar and spelling.
     
  5. Sevennemesis

    Sevennemesis
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  6. Petrovsky

    Petrovsky
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    duplicate account of banned user AwesomeSauce

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  7. Sevennemesis

    Sevennemesis
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    you understand my question? or do you want me to rewrite it ?
     
  8. Petrovsky

    Petrovsky
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    duplicate account of banned user AwesomeSauce

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    I have no knowledge of blender or 3ds max so I can't answer your question anyway, sorry.
     
  9. Elvisnake

    Elvisnake
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    Pour cet objet, tu creer sous 3dsmax un fichier nommé collmesh_1 pour ta colision, n'oublie pas de centrer les gizmos avant export: les axes doivent indiquer x:0 y:0 z:0

    Ensuite dans le world editor (f11 dans le jeu) tu vas chercher cet objet exporter en .dae. Pour la collision tu as deux options: sois lorsque tu selectione l'objet tu mets visible mesh dans les paramètres à droite, soit tu passe en mode shape editor, coche la lune au dessus pour afficher le fichier collision et le retoucher en cas de soucis mais tout devrais aller si il est bien nommé.

    La premiere solution est priotaire, la deuxième dépanne.

    For this object, you must create with 3dsmax a files called collmesh_1 for the collision. Don't forget to center gizmo before export: the axes must be at 0 in x,y,z.

    Then, in the world editor go search your object (.dae). For the collision it must be ok, if not select collision as visible mesh in the parameter at your right.
     
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