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3.1 Bounding shapes
Cars and noncars have bounding shapes, which are used for collisions: They are the collision meshes.
Without bounding shapes, everything would go through each other in the game.
If the bounding shapes aren't exact, objects can sink to each other, or collide too early before the actual impact.
Bounding shapes are done from different shapes. You can have more than one shape, just put 2 (or more) to "Number of 'Bounding shapes' entries".
For cars, there's an easy way to create bounding shapes:
Make a simple mesh to cover the car. (not very detailed: 32 points is maximum)
Then define the triangles, and select "file/export .ASC"
Then start Plaything 2, import your ASC-model, and press SHIFT+B.
Plaything creates a textfile, and just have to copy those bounding shapes into your car's textfile.
Sometimes you can use this for noncars, mostly for simple-shaped noncars, but if your noncar model is a bit more complex, like a lamp post, PT2 can get confused, and spit out huge amount of bounding shapes.
If this happens, you have to divide the ASC-file into simple parts, and make PT2 create the bounding shapes separately.
Then copy the bounding shapes to the textfile, using 2 or more shapes.
There are at least these three shape types:
Polyhedron
Only first three numbers in every line are necessary. Everything after the "//" are notes, so you know what I'm talking about.
2 // Number of 'Bounding shapes' entries.
polyhedron // Type of the 1st shape.
14 // Body
-0.18 , 0.055 ,-0.4 // L B F1 , 1 (Left , bottom , front)
-0.18 , 0.1 ,-0.42 // L C F1 , 2 (Left , center , front)
-0.18 , 0.17 ,-0.26 // L T F2 , 3 (Left , top , front)
-0.18 , 0.2 , 0.36 // L T R3 , 4
-0.18 , 0.07 , 0.35 // L C R2 , 5
-0.18 , 0.04 , 0.04 // L B R1 , 6
-0.18 , 0.04 ,-0.18 // L B F3 , 7
0.18 , 0.055 ,-0.4 // R B F1 , 1 (Right, B , F)
0.18 , 0.1 ,-0.42 // R C F1 , 2
0.18 , 0.17 ,-0.26 // R T F2 , 3
0.18 , 0.2 , 0.36 // R T R3 , 4
0.18 , 0.07 , 0.35 // R C R2 , 5
0.18 , 0.04 , 0.04 // R B R1 , 6
0.18 , 0.04 ,-0.18 // R B F3 , 7

polyhedron // Type of the 2nd shape.
8 // Roof
-0.17 , 0.17 ,-0.22 // L B F , A
-0.1 , 0.24 ,-0.07 // L T F , B
-0.1 , 0.24 , 0.04 // L T R , C
-0.17 , 0.2 , 0.28 // L B R , D
0.17 , 0.17 ,-0.22 // R B F , A
0.1 , 0.24 ,-0.07 // R T F , B
0.1 , 0.24 , 0.04 // R T R , C
0.17 , 0.2 , 0.28 // R B R , D
Sphere
Sphere-shape is not very often used, but it's great for round boulders, because the shape is very round and it tumbles smoothly. Here's how you use it:
1 // Number of shapes
Sphere // Type
1 // Radius of the sphere (0.5 x diameter)
0,1,0 // Center point of the sphere
Wireframe
The wireframe-shape is very thin. It's formed of lines between the defined points, and there's no radius-option.
With a radius-option it would be possible to make matching bounding shapes for poles, now a pole with wireframe-shape goes partially through the ground, depending how thick the pole is.
Thin poles don't seem to go through the ground much, but columns aren't very good target for wireframe-shape, because you clearly see how thin the wireframe is when half of the column is sinked to the ground.
Anyway, wireframe isn't only lines. First you define the co-ords of the points. Your car will collide with these tiny points.
The next step probably is to form lines between the points. Change the "Number of lines" to desired number.
But here are the lines:

Wire frame
4 // Number of points
0.0 , 0.0 , 0.0 // Coordinates of the point #0
0.0 , 0.1 , 0.0 // Coordinates of the point #1
0.5 , 0.1 , 0.0 // Coordinates of the point #2
0.5 , 0.6 , 0.0 // Coordinates of the point #3
3 // Number of lines.
0 , 1 // Create a line from point 0 to 1. (A)
1 , 2 // Create a line from point 1 to 2. (B)
2 , 3 // Create a line from point 2 to 3. (C)
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