Originally Posted by eRe4s3r
Ehm, you say generated using the Bullet Physics SDK...but how do I do that? wink

I can find the download, but it's all some source code mumbo jumbo to me (remember, I am artist, not coder)


I'll make a tool for that in the near future.

Originally Posted by eRe4s3r

So If I understood you right from before..
I just export a random model from 3dsmax (I assume 1 mesh, no flipped surfaces, and triangles with smoothing, or does it support smoothing groups?)

That is correct. I haven't seen any smoothing group support in the .gr2 files, though I may be wrong. Enabling them won't hurt, but the setting may not work after exporting to .gr2.

Originally Posted by eRe4s3r

to FBX (would be neat to know what specific fbx version and settings but k*) then use the "to gr2" converter you linked in other topic, and the editor sees maybe the mesh, but it won't have collision?


I've used this to import FBX2013 files exported from Max (not sure about the exact version number) and they worked fine.
You have to manually assign collision to the Root Template in the editor, the mesh itself cannot contain any collision data.