» Mon Dec 07, 2009 1:05 am
I believe bethesda uses the max plugin that shipped with their license for the gamebryo engine. I also know that they have definitely made a lot of in house development to the tools, ie they have built the CS/Geck world editors, and use that instead of the gambryo editor > even though they are quite similar. They have also programmed in the havok sdk into their export scripts, amongst several other things/middleware. Basically bethesda is the only crew with that particular too lset. it is heavily customized.
to make a collision mesh with our tools- its just like creating ant low poly model that acts like a cage around your actual in game model. There isn't anything special to it. If you use max, I recommend saiden storms collision tutorial. just google it.