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I have never tried playing around with collision files myself but maybe it'll work if you add rigid bodies to the mesh instead of parenting a box to the mesh?
trying to make custom.xml for furniture mesh in blender via export.
I tried exporting with rigid active and got a valid collision.xml to generate. But after attaching it to the mesh in FCS and testing it in the game it doesn't seem to recognise it.
Telltale signs are once built the mesh is non-selectable, non-interactive and characters run through it. If i swap to a vanilla collision.xml. of similar size the object gets recognised properly.
If your furniture is mostly rectangular and you want a simple collision, I suggest you use "box". Just make sure the collision is positioned correctly corresponding to the mesh in Blender. Sometimes I make a dummy simple shaped wireframe box mesh that encapsulate my structure and then generate the collision on that wireframe box when I'm using "box" shape collision.
If i build a mesh, and try to export it's collisions it says no valid physics to export.
If i build a mesh, add it to active rigid in physics tab, i can export it but it doesn't do anything.
If i build a cube same size, (position,relation, scale all saved) as mesh it exports as above but no in-game affect either.
If i have cube and mesh (visible or hidden) in blender, and add active cube to rigid and export then i get this message after ctd when trying to complete build order ie when it generates the scaffold mesh in-game.
If i use vanilla collision as proxy it all works fine. (although bounding box is taller tahn the mesh it surrounds... which may be issue?)
I'm not entirely sure if that is the proper way to do it but that's how I made it for my custom structures and it kinda work for me. Like mentioned in my previous comment I use "box" for most of the structures in the resource mod but I use a combination of "box" and "mesh" depending on the shape of the parts for my octagon mod.
When I use "mesh", I usually make a simplified dummy bounding box first so that the collision will not be overly complicated since I think that could cause performance issue. If anyone knows more about this, please feel free to correct me if I'm wrong.
I will play with it later.