The floor loses its collision because that's not the real floor. I used an object called a "Plane" to make the real arena floor, because planes are perfectly smooth (regular objects can be bumpy sometimes).I believe Serge's compiler can compile planes. If not, you'll have to edit the compiled file with Notepad++ or something. Sounds daunting but it's pretty easy.In hex mode, find the part that says Plane01 at the end of the gmf file. Soon after the third and last occurrence of Plane01 there is a four digit sequence that goes33 33 f3 bfImmediately after this is a whole bunch of 00's. Change the FIFTH 00 to a 01, so it should look like this when you're done.33 33 f3 bf 00 00 00 00 01Save the file and the Plane object should now work.Edit: OH YEAH and the object Plane01 in the RBCollection should look like thisCode: [Select] *GMID_HAVOK_RIGIDBODY { *NODE_NAME Plane01 *MASS 0 *ELASTICITY 0.3 *FRICTION 0.7 *OPTIMIZATION_LEVEL 0.5 *UNYIELDING 0 *SIMULATION_GEOMETRY 2 *GEOMETRY_PROXY_NAME (null) *USE_DISPLAY_PROXY 0 *DISABLE_COLLISIONS 0 *INACTIVE 0 *DISPLAY_PROXY_NAME (null) *NODE_TM { *NODE_NAME Plane01 *TM_ROW0 1 0 0 *TM_ROW1 0 1 0 *TM_ROW2 0 0 1 *TM_ROW3 0 -1.9 0 } [color=red]*HAVOK_GEO_TYPE Plane[/color] *NUMBER_OF_CHILDREN 0 }FYI: this is also how I made the Infinity Arena. Planes are perfectly smooth, limitless surfaces with no real vertexes or faces.
*GMID_HAVOK_RIGIDBODY { *NODE_NAME Plane01 *MASS 0 *ELASTICITY 0.3 *FRICTION 0.7 *OPTIMIZATION_LEVEL 0.5 *UNYIELDING 0 *SIMULATION_GEOMETRY 2 *GEOMETRY_PROXY_NAME (null) *USE_DISPLAY_PROXY 0 *DISABLE_COLLISIONS 0 *INACTIVE 0 *DISPLAY_PROXY_NAME (null) *NODE_TM { *NODE_NAME Plane01 *TM_ROW0 1 0 0 *TM_ROW1 0 1 0 *TM_ROW2 0 0 1 *TM_ROW3 0 -1.9 0 } [color=red]*HAVOK_GEO_TYPE Plane[/color] *NUMBER_OF_CHILDREN 0 }