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Question by snrubeoj · May 18, 2015 at 06:09 PM · terrainimport3dsmax

3D Max Model as Unity 5.x Terrain

I have a 3DS Max 2015 model that I want to use as a terrain in Unity 5.0. All of the answers I've read refer to a Terrain Toolkit - that is for version 3.x. I need my other game objects to be able to sit on the platform without falling through. Any ideas? I've tried adding the "Terrain" component (but I can't assign the model to the "Terrain Assign" variable.

Any ideas?

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Answer by Fappp · May 18, 2015 at 06:29 PM

There is a good script for this on the wiki:

ObjectToTerrain

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avatar image snrubeoj · May 18, 2015 at 06:33 PM 0
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This script is designed for Unity 3.x. I tried it and received a whole bunch of errors because the menus and other things have changed. With a lot of work, I can probably debug it. I think the problem comes down to fixing my "non-triangle mesh" error message I'm getting. Then the mesh collider will probably work.

avatar image Fappp · May 19, 2015 at 08:01 AM 0
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Other option is rendering a heightmap with max. UVW Unwrap the terrain with plane projection, rotate the gizmo 90 degrees. And add a gradient material to the terrain, render it and you've got a nice heightmap :) Only thing remaining is saving it as RAW file in PS.

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Answer by tanoshimi · May 18, 2015 at 06:09 PM

Why not just use the mesh as-is, with a mesh collider?

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avatar image snrubeoj · May 18, 2015 at 06:37 PM 0
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Hopefully I'm not being redundant and having my responses all show up later. I'm not seeing my responses, so I'm trying under the "comment" button.

I've tried this. I add "Rigidbody" and add a "$$anonymous$$esh Collider". With and without "Convex" turned on, the sphere that I create to put on the platform (with Rigidbody and Sphere collider) simply falls through my platform. I am getting an error message that says:

 "Failed to extract collision data: non-triangle mesh."

This is probably my whole problem. Any ideas how to fix this?

avatar image tanoshimi · May 18, 2015 at 06:43 PM 0
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I don't use 3ds$$anonymous$$ax, but it sounds like your mesh has n-gon faces - can you triangulate it prior to export?

avatar image snrubeoj · May 18, 2015 at 07:27 PM 0
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Well, I definitely have all triangles. I'm now getting the error:

 "Gu::Convex$$anonymous$$esh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag."

I have no idea what this is talking about. I can't find the flag mentioned.

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