# 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.
```{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:
**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`.
## Reviewing Generated Collisions
After processing, a list of new objects {bdg-dark-line}`C` and generated
collisions {bdg-dark-line}`D` will appear.