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KillzXGaming edited this page Aug 30, 2020 · 2 revisions

Download the zip under assets.

Right click, go to properties, and check unblock just incase.

Now extract it and open the program.

Extracting Collision

Select the "To Object" button which will turn a .kcl to a .obj file.

Select your kcl. Then save it after as a .obj.

Open it in your desired 3d program. 3ds max and blender both work but any should be fine if they support .obj.

Materials are divided by the collision materials. They determine what material to use from the name. (COL_##, ## being the hex number) You can assign these in your 3d program or done later from the importer GUI.

Creating Collision

From Object option will create a new .kcl file from a .obj.

Load the model you want to import into your 3d program (blender, 3ds max, etc). You want to make sure materials or the meshes (optional) are split how you want to map different collision materials to them. This could be things like floors, walls, the effects or sounds they make, etc. After that, export it as a .obj in your 3d program. For exporting, all you need is to have it triangulate. In blender, it is this setting.

Select the button "From Object" and select your custom .obj.

A dialog will appear to configure the collision settings.

Here you can divide materials by either meshes or materials.

Select your game preset and optionally your platform if you use the default preset instead. You can toggle the preset editor to select different materials supported by the included game presets.

Click "Apply" and wait a few seconds for the process to finish. Now your collision should be created, save your .kcl file.

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