Part 5 - Collision Editing and Creation
What We’ll Cover in This Part
- Introduction to collision models
- Creating simple collisions in Blender
- Exporting and testing collisions in-game
- Creating embedded collision models
Editing World Collisions
- Open the CodeWalker World View, navigate to the right-side panel, and in the top-left go to the ‘Selection’ tab to change from Entity to Collision.
- Find the collisions you want to edit and copy the .ybn filename when selecting the collision.
- Go to Tools → RPF Explorer and export the .ybn as XML.
- Import the XML into Blender.
- Make any edits you wish, then export the .ybn file.
- If you wish to add new collision objects, position them in World Coordinates and create a new collision material for each mesh object.
- Set the Sollumz Type for the new collision object to “Bound Poly Box” under object properties in the Sollumz tab.
- Ensure you parent the new collision object to the correct Bound GeometryBVH that has the proper flags.
- Export your .ybn file.
Embedded Model Collisions
- Select your drawable object, go to Collisions -> Create Bounds, and click “Create Bound.”
- Select the created Bound Composite and, in the drop-down, change it from “Bound Composite” to “Bound GeometryBVH,” then click Create Bounds.
- Select the Bound GeometryBVH, and in the viewport, press V and select “Apply Flag Preset.”
- Create a collision mesh or basic primitive shapes, then parent them to the BVH object and set the Sollumz types using the drop-down menu.
- Ensure each collision object has the correct Sollumz type (Bound Poly Mesh for geometry, Bound Poly Box for boxes) and a proper collision material.