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Contact Support - Help Center Get help on the UGX Discord. Join it now!Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
The surface type is set in the material.
To make it so bullets impact it set the collision to high and use the xmodel export for the model as the hitbox model
The surface type is set in the material.
To make it so bullets impact it set the collision to high and use the xmodel export for the model as the hitbox model
Doesn't necessarily have to be set to high, nor do you need to add a hitbox model to static objects...
In my experience, not setting the hitbox model sometimes messes up the surface type. Also, most models I've ever ported, setting to anything other than high or none results in Asset Manager giving an error when converting. That part could be different based on how picky your mod tools are, but high works most often.
i don't know about the collision level, but you really don't need a hitbox model unless the model is an ai model.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
In my experience, not setting the hitbox model sometimes messes up the surface type. Also, most models I've ever ported, setting to anything other than high or none results in Asset Manager giving an error when converting. That part could be different based on how picky your mod tools are, but high works most often.