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Old 24-06-09, 17:07   #1
Titak's Avatar
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 32,588
Default COLLISION - adding collision to statics and animatings

Imagine you have made a new object in Metaseqouia.
But ingame Lara can walk right through it, through part of it or she can't even get to it because there's an invisible barrier.
This invisible barrier is called the "collisionbox" and the "collisionbox" prevents Lara from walking through things.

You can adjust the collisionbox of both animating and static objects.

First you have to determine what kind of object it is: static or animating.
Because the way to adjust the collisionbox is different for each type.

Static objects
You can add collision to static objects using STRpix .
1. Open STRpix and load your wad.
2. On the upper left of the screen you will see the textures and right below that is the Boundary Data window.

3. Select a static object in the static meshes box. The object will appear on the right of the screen.
4. Check Show Box . A yellow wire frame appears around the object.
5. Usually the Visibility Box and the Collision Box have the same size, but they can be different. I sometimes create a smaller collision box for plants.
To adjust the collision check Collision box . You can now either adjust the coordinates in the boxes or simply click Automatic Bound.
6. Save the wad and check out the new collision!

Originally posted by Michiel:
Static objects have a special flag in the wad that enables/disables collision. It also has 2 bounding boxes, visibility and collision. The collesion BB is ignored when the flag is set to disable collision. In WADMerger, if you select a static you can click Enable collision to set the flag to enable and Disable collision to set the flag to disable.

If setting the flag to enable doesn't work, you need to recalc the collesion. If you hold SHIFT when pressing the button the collesion is recalculated.
Animating objects
You can add collision to animating objects using either Fexanim or WADMerger .

NOTE: Objects placed in the animating11 to animating16 and animating10_mip to animating16-mip slots can't have collision. This is an hardcoded thing and can not be adjusted using one of these programs.

1. Open Fexanim and load the TR4 (Fexanim doesn't work with wad files) which has the animating object that needs a new collision box.

2. Select the object from the list.
3. Select the animation that needs adjusting. next to this box is the frame list. Make sure it is set to 0 or higher. You can't adjust collision when the animation is set to frame -1.
4. Check Show Box. A black wireframe will appear around the object.
5. Manually adjust the collision coordinates or click the Automatic Bound button.
6. Save the TR4 file.
7. Use Trupdate to transfer the new collision data back into your wad.

1. Open WADMerger and load your wad.
2. Select the animating object that needs adjusting and open Animation Editor.

3. Select the animation.
4. In the Collision dropdown menu select Show Bounding Box so the collision box becomes visible.
5. Adjust he collision by clicking either Calculate Collision (frame) or Calculate Collision (animation)
6. Save the changes and save your wad.

If the object still doesn't have collision after you have done the above it might have been disabled altogether. To enable it again you can use WADMerger to enable it.
1. open your wad
2. Select the animating object without collision
3. Click the Enable collision button.
(Same as with the static objects actually. )
If it walks like a duck and if it quacks like a duck, it is a duck.

Last edited by Titak; 30-12-14 at 11:09.
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