3rd section “Add Modifier to Collision”:
This adds 1 of 2 modifiers, if further editing and modeling of the collision box is needed or desired for a more accurate fit to the game asset.
4th section “Toggle Collision Display”:
Toggles the collision boxes within the max scene. I found this helpful, because after I have a collision box created, I don’t care to see it. Just boxmode, freeze it and forget about it.
And finally, the new stuff;
5th section “Collision Shader Options”:
Here the user has the option to choose their DirectX shader to use (or not use) for creating the collisions. By default, the OZ collision shader is used, and comes packaged in the script. If your pipeline uses another shader for collisions (assuming it does), no problem. Select the last radio button and “Browse for new (.fx) shader”. The script will remember the shader you browsed for and that option will be used next time the script is run. So that means you don’t have to keep the script window open and you won’t have to browse for it every time you reopen max.
ozCollisionCreator.mzp (version 2.1)
Installation is easy; after downloading the ozCollisionCreator.mzp from link provided below, (with 3DsMax running) just drag and drop the .MZP file onto your viewport.