28th July 2017.GTA5: Collision attributes added | |||||||||||||
GTA5 collisions models have been revised slightly, big thanks to GIMS Evo for inspiration (these guys are way ahead in deep collision model understanding than me including their support of static collisions and YBN files). So most of options I've added are generally a GIMS point of view on the subject - these options could be correct or might be changing something different in game than declared. Options on the image relates to collision object properties and apply to YDR models only (and later to YBN static boundary), they have no effect on fragmentible YFT files. The thing that applies to fragmentible files and any other collision are collision surface attributes. These could be set on YDR collision objects (entries of collision group), on collision objects of any kind and quite remarkable on polygons of collision meshes. Attributes are formerly known as "Flags" can specify in-game capabilities of particular objects of polygons by allowing or disallowing player to climb on these objects, being able to stand on some collisions, use it as cover or specify them as shot-through surfaces. Still can't claim on options names being accurate as they are taken from OpenFormats and GIMS Evo point of view onto surface options. One shader definition from running-guns DLC was added to allow additional UV-animating materials be imported and exported properly. This time shader vehicle_track_ammo will toggle UV slide animation when gun is firing. The image shows a Dune 3 model imported that utilizes this shader on a mounted gun. |
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