Collision Editor (Shadow) - igorseabra4/HeroesPowerPlant GitHub Wiki
This page will guide you on using Heroes Power Plant's Collision Editor (Shadow) for working with stage collision models for Shadow the Hedgehog.
Open the Shadow Collision Editor from the Level Editor -> Shadow Level menu item.
Using the Shadow Collision Editor
Stage Collision is contained in BSP models in the same ONE archives of the level models. Collision models tell the game which parts of the stage you can stand on, which are walls etc (the stage models are just for the sights and contain no collision of their own). If you're already familiar with importing stage models, the process for collision models is pretty much the same. They also use chunks. These models are opened and saved when you save the level models in the Level Editor, that's why you cannot open them separately in this tool (remember to save in the Level Editor after importing the collision models). This is how a collision BSP is named:
STGLLLL_COLI_NN.BSP
- LLLL is the 4-digit level number.
- NN is the chunk number.
- Occasionally the chunk number and the letters COLI are in switched positions.
- You can double click on a BSP to rename it.
The files must be named properly for the game to recognize them. Check the Level List page to see your level's number.
Making a Collision Model
Please see the Heroes Collision Editor to see guidelines on creating collision models. Just remember that you must also name your meshes according to their chunk names, similarly to level models. Imported OBJ files are converted to BSP.
Collision Flags
Collision flags in Shadow are different from Heroes. These are the letters that HPP supports for flags. They must be appended to the material names (not mesh names, not texture names!) in your 3D model editor:
- _a - angled wall
- _c - ceiling
- _f - normal floor/wall
- _fm - metal floor/wall
- _fs - stone floor/wall
- _g - green goo
- _i - invisible wall
- _i2 - another invisible wall
- _k - protection barrier (ground-only wall)
- _m - metal floor
- _t - triangle jumpable wall
- _x - death collision