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	<id>https://www.lmhack.net/index.php?action=history&amp;feed=atom&amp;title=Collidah</id>
	<title>Collidah - Revision history</title>
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	<updated>2026-11-06T03:31:03Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://www.lmhack.net/index.php?title=Collidah&amp;diff=518&amp;oldid=prev</id>
		<title>CoNesTra: Created page with &quot;=== Creator ===  opeyx  === Description ===  Collidah allows you to export MP collision meshes as OBJ/MTL, convert them to a standalone MP file, or convert and inject OBJ/MTL directly back into a map archive. (+ Generate the required JMPs)  === How to use ===  * You can drag a MP/Map SZP onto the program and it will create a set of OBJ/MTL files for you. (To export properties, the collision mesh must be exported from a Map Archive) * You can also drag a OBJ onto the prog...&quot;</title>
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		<updated>2024-04-12T02:35:02Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;=== Creator ===  opeyx  === Description ===  Collidah allows you to export MP collision meshes as OBJ/MTL, convert them to a standalone MP file, or convert and inject OBJ/MTL directly back into a map archive. (+ Generate the required JMPs)  === How to use ===  * You can drag a MP/Map SZP onto the program and it will create a set of OBJ/MTL files for you. (To export properties, the collision mesh must be exported from a Map Archive) * You can also drag a OBJ onto the prog...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=== Creator ===&lt;br /&gt;
&lt;br /&gt;
opeyx&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Collidah allows you to export MP collision meshes as OBJ/MTL, convert them to a standalone MP file, or convert and inject OBJ/MTL directly back into a map archive. (+ Generate the required JMPs)&lt;br /&gt;
&lt;br /&gt;
=== How to use ===&lt;br /&gt;
&lt;br /&gt;
* You can drag a MP/Map SZP onto the program and it will create a set of OBJ/MTL files for you. (To export properties, the collision mesh must be exported from a Map Archive)&lt;br /&gt;
* You can also drag a OBJ onto the program and it will create a MP file for you. Or injected directly into a map archive using CLI: &amp;#039;&amp;#039;collidah.exe col.obj map2.szp&amp;#039;&amp;#039;&lt;br /&gt;
* To set specific collision properties to a triangle you assign the corresponding material to that triangle. (EG; MAT_WOOD, only 1 material per triangle (!))&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
&lt;br /&gt;
* The model must be triangulated.&lt;br /&gt;
* To assign group id and glide levels, you must name your meshes like this: X_GroupId_GlideLevel&lt;br /&gt;
&lt;br /&gt;
(X can be anything you want, GroupId should be 1, 2, 4, 8, 16, 32, 64, 128, 256 or 32768. GlideLevel should be a value between 0-7)&lt;br /&gt;
&lt;br /&gt;
* If you want hashigo to be set to 1 for a particular triangle you append _LADDER at the end of the mesh name.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
https://lmhack.net/files/tools/collidah_v050-dev.zip&lt;/div&gt;</summary>
		<author><name>CoNesTra</name></author>
	</entry>
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