# Dagor 2 Damages Setup Tool ## Installation [Install the script](installation.md) following the provided instructions. ```{important} This script requires 3ds Max 2013 or newer version to run. ``` ## Accessing the Damage Setup Tool 1. Navigate to **Gaijin Tools** {bdg-dark-line}`1` **> Damage Objects Setup...** {bdg-dark-line}`2`. This will open the main window of the Dagor 2 Damages Setup {bdg-dark-line}`3`. 2. To verify the version of the script, go to **Gaijin Tools** {bdg-dark-line}`1` **> About** {bdg-dark-line}`4`. The **About** window will display the current version. It's important to check this regularly to ensure your script is up to date. Damage Setup Tool ```{note} Make sure that the plugin version is at least `1.4`. ``` ## Configuring the Damage Setup Tool Download the following test scene: {download}`dmg_example.max ` and open the downloaded project in 3ds Max. ```{note} The minimum supported version for this file is 3ds Max 2018. ``` Open the utility window: Damage Setup Tool **Parameters:** - **Visible Object Parameters** {bdg-dark-line}`1`: defines parameters for object chunks that will be visually displayed in the game. Default settings are optimized for most cases but can be customized as needed. - **Collision Object Parameters** {bdg-dark-line}`2`: sets parameters for the collisions generated by the tool. These are pre-configured for common use cases, but you can modify them to fit specific requirements. - **Collision Rotation** {bdg-dark-line}`3`: adjusts the rotation limits for generated collisions to create more natural-looking destruction effects. - **Max Points in Collision** {bdg-dark-line}`4`: specifies the maximum number of points in a generated collision. This option is only active if a convex hull is selected as the collision type. - **Collision Surface Displacement** {bdg-dark-line}`5`: defines the displacement of the collision surface relative to the object surface. This setting is also only active when using a convex hull collision type. - **Collision Name Postfix**{bdg-dark-line}`6`: adds a postfix to the names of generated collisions to easily distinguish them from other objects. - **Collision Type** {bdg-dark-line}`7`: selects the type of collision to generate. The default is a box, but other options include sphere, capsule, and convex hull. - **Overwrite Existing Parameters** {bdg-dark-line}`8`: determines whether the existing parameters in "Visible Object Parameters" and "Collision Object Parameters" will be overwritten. If unchecked, all existing parameters will be removed and replaced with the new ones. - **Generate Collisions** {bdg-dark-line}`9`: after selecting the objects for which you want to generate collisions, click this button to start the process. - **Documentation** {bdg-dark-line}`10`: links to this documentation. - **Contact Author** {bdg-dark-line}`11`: provides contact information for the developer if assistance is needed. - **Progress Bar** {bdg-dark-line}`12`: displays the progress of the scene processing. For scenes with many objects (50-100), this may take several minutes. ## Generating Collisions 1. Select the objects you want to generate collisions for {bdg-dark-line}`A`. 2. Prepare them for export to the engine. 3. Click the **Generate** button {bdg-dark-line}`B`. Damage Setup Tool ## Reviewing Generated Collisions After processing, a list of new objects {bdg-dark-line}`C` and generated collisions {bdg-dark-line}`D` will appear. Damage Setup Tool